It’s really tempting as a DM to find ways to thwart short rests.
But that doesn’t really make a lot of sense.
The game is designed somewhat assuming that the party is roughly full strength going into a combat, and that they’ll take a short rest every couple combat encounters.
Letting short rests happen allows the party to take a breath in and out of character, and – if they burn hit dice – it uses up some long-term resources, too.
Of course, rests can indeed be abused, especially if you’ve a plethora of warlocks and fighters and monks, and that’s something to watch out for. And if the players are in a really dangerous spot, it doesn’t make sense for them to chill for an hour without having issues.
But for the most part, allowing the players to find or create short rest opportunities doesn’t really break the game as much as sometimes we feel.
At your next session, when the players want to take a short rest in a spot, lean toward saying “yes” and see how it goes!
Pillar of the Igesej Loremaster – Dyson’s Dodecahedron
Subclasses, Part 2 – Wizards of the Coast (re-release with updated Cleric subclass)
Are you a gamer or GM who wants to make sure that everyone in your group feels safe, supported, and heard? – Sage Advice
Out of love with one shots – Red Dice Diaries
Ask Angry: Morale Systems and Player Agency – The Angry GM
Slithering Tracker Tactics – The Monsters Know What They’re Doing
Red Wizard Handbook – DMsGuild – $4.95
Waterdeep’s Notice Boards 2 – DMsGuild – $4.99
Now get out there and tell a story!
Peace,
Maximilian Hart