
VikingGoth |
If a character goes more than 16 hours without going to sleep, they become fatigued.
24-8 = 16, So I guess it makes sense that you need to rest in a 24 hour period, but the wording is slightly ambiguous, and the way it's worded also implies that they only need to go to sleep, they don't have to finish a long rest, so taking a nap works to stave off fatigue?
More explicit wording, something like "You must complete a long rest within an 24 hour period since you last completed a long rest or you become fatigued."
Also, the wording of
Though resting typically happens at night, a group gains the same benefits for resting during the day, but it can gain them no more than once every 24 hours. A character who rests for a full night recovers in the following ways naturally.
is also kinda odd, since it implies a system where one is always losing sleep:
Can only benefit once every 24 hours, but is required to sleep every 16 else gain fatigue. Fatigue is cured by long resting, so that's not a huge issue, but delaying rest even a little bit of time pushes the 24 hour window of no benefits further into the future.Not to mention the last sentence of that part specifies a full night, which contradicts the previous one that states that the same benefits are gained.
I should also mention that I really like how your constitution has an effect of how quickly you recover health, it's a really thematic mechanic and makes long term adventures more dangerous and have a much better feel than some other popular game's approach to recovering full health with a rest. I'm a big fan of game mechanics that lead to interesting travel.

VikingGoth |
Additional note: the table (10-1: Watches and Rest) is SO NICE TO HAVE. I really really like the thematic of having to sleep while having some people keep watch, and having it actually effect the length of the rest. I kinda wish the table didn't stop at 6, and had a group size 7 listing, since I'm sure some GMs are going to have that many.