Alternative Resting Mechanics
Introduction
The purpose of these mechanics is to formalize resting mechanics in 5th edition of the "World's Greatest RPG".The flaw identified in the original mechanics is that the reward of long resting, far outweighs any risks, in that risks are solely the territory of the DM. These alternative mechanics intend to formalize resting mechanics and introduce risk systematic randomized risk. The intention is to do so while keeping in spirit with the rules of 5th Edition, and without introducing unnecessary complexity. First, some advice.
Be Descriptive!
The way these mechanics work is that it couples rests with a group DC to determine whether a rest was successfully completed. Resting while adventuring the perilous wilds is difficult, and not always possible. The original mechanics for resting rely on the DM to convey this in terms of play. The mechanics in this document aims to formalize that sentiment through rules. It is, however, still the DMs responsibility to describe the results of these mechanics using in-game themes and scenario and to invent outcomes based on the results. Let's dive in!
Short Rests
When the players as a group declares that they intend for their characters to do a short rest while adventuring, the DM asks them how and where. Depending on the answers set a check Difficulty appropriate for the short rest. The average DC for a short rest is 5. If one or more of the group members attempts a survival roll to find a better place to short rest the DC is reduced, or if they are in a perilous area the DC may increase.
When the DC is determined (the DM is encouraged to keep the DC a secret and use in-game terms to communicate the potential peril of a short rest), the players can choose to contribute from their current HD (HIT DICE), to add a modifier to the roll. The modifier starts at 0 and increases at a rate of +1 per 1 HD spent up to a maximum of +19.
Once the DC and the modifier of the roll is determined one of the players roll the check using a d20 and adding the modifier, and the DM declares whether the roll was a success or failure. If the roll is a success, the characters successfully short rest, and may spend remaining HD to recover HP and otherwise gain the benefits of a short rest. A failure lets characters spend a single HD to recover HP, but they don't gain any other benefits of a short rest; as their short rest is considered a failure and may be shortened or otherwise interrupted. How the rest is a failure is up to the DM and players to describe.
A critical success (20 on a d20) refunds any HD spent to increase the modifier of the short rest check, while a critical failure (1 on a d20) results in a possibly deadly or similar encounter.
Long Rests
When the players as a group declares that they intend for their characters to commence a long rest and they do not have access to safe lodgings and sufficient nutrition, the DM asks them how and where. Depending on their reply the DM sets a DC for the check. The average DC for a long rest is 10. The DC can be modified by the hostility of the area, and/or checks made by the characters to ameliorate their resting. Once the DC is set, the players may choose to contribute from their current HD, to increase the modifier of the roll. The modifier starts at 0, and increases at a rate of +1 per 1 HD spent up to a maximum of +19.
Once the DC and the modifier of the roll is determined one of the players roll the check, and the DM declares whether the result was a success or failure. If the roll is a success the characters gain the benefits of a long rest including the regeneration of half their HD. A failure lets the characters spend HD to recover HP, but they gain no benefit from a long rest because they are either interrupted or the rest was not comfortable enough. This is the choice of the DM, as befits the situation. If the rest was interrupted then a new long rest may be attempted once what interrupted has been dealt with, this long rest is guaranteed to succeed, but the characters gain one point of exhaustion after the rest. If the rest failed otherwise the party may not attempt to rest again before another 24 hours have passed. Any strenuous activities may confer exhaustion.
A critical success refunds any HD spent to increase the modifier of the long rest check, while a critical failure results in a possibly deadly or similar encounter and possibly an extra exhaustion and the inability to attempt another long rest for 24 hours.
Notes
Certain spells and class features may alleviate or counter these mechanics. Some examples are "Leomund's Tiny Hut" and "Rope Trick". Both of these should allow the players to rest as if they meet the requirements of a safe rest. Unless! There is a chance that they might face enemies with the ability to dispel magic, or the spells for some reason do not work as they should/there are other disturbances.