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The ideal length of an adventuring day
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doesn't necessarily have to correlate to
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how long your game sessions are. The
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length of game sessions is variable and
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it's not really consistent between
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gaming groups. A lot of groups do like
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long 4-hour sessions. A lot of groups do
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shorter sessions. Like my group plays
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twoour sessions because that's what we
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can fit into our weeks, but it means we
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get to play very consistently those s
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short sessions. So tying your
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adventuring day to the length of your
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session can be really difficult. If
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you're playing 5e, it can be difficult
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to track spell slots and stuff across
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multiple game sessions, especially if
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you go like four sessions between long
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rests, and that can be excruciating for
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players because it's like, oh great, I
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cast one spell at the beginning of the
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month. I sure would like to cast a
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second spell sometime this month, and
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that doesn't feel great. So, in my
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opinion, uh, a long rest every two to
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three sessions at the absolute most just
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so that players get to refresh their
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special abilities. Um, if your group is
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using the gritty realism variant, you're
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intentionally making the time between
1:05
long rests very long. So it may feel in
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the spirit of the way that you're
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playing to have a fairly long amount of
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time in real life between long rests
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like even four sessions maybe in which
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case yeah you're only getting your spell
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slots back once a month maybe. So yeah,
1:22
use them sparingly, use them wisely.