Not rambling at all.. it's a worthwhile debate, and an admitted experiment y'all have allowed me to explore. My original motivation was to prevent the 1-20 level climb in under a game-month. by adding days to the long rest, the team would actively seek long breaks to replenish. This allows me more realistic timing involving character power growth and logistic bottlenecks for NPC's. If the rest cycles were reset to 1hour/8hour, I feel the team would be motivated to Be Active Every Day... because the mechanics would allow for it... but I would still want to enforce 5+ day breaks every week or less for the logistics of an evolving campaign world. At that point, it really doesn't matter that it only takes 8 hours to long rest, because it's still gonna be 5 days later. It's the time spacing that I seek as a narrator.... so here's a compromise? we could make ALL rests... long or short... only 1 hour, but each long rest incurs a "downtime tax" of, say 1/2*character level +1/5*character levels (level 1 = 2days... level 20 = 14days)... first long rest is free, but each subsequent long rest taken without downtime incurs one additional level of unavoidable fatigue? (see conditions: <a href="https://roll20.net/compendium/dnd5e/Conditions#con" rel="nofollow">https://roll20.net/compendium/dnd5e/Conditions#con</a>... ) so 1st long rest = fully recovered, lets keep at it. downtime*1 owed 2nd long rest = fully recovered, pay downtime*1 or incur Disadvantage on Ability Checks and downtime*2 owed 3rd long rest = fully recovered, pay downtime*2 or also has Speed halved and downtime*3 owed 4th long rest = fully recovered, pay downtime*3 or also has Disadvantage on Attack rolls and saving throws and downtime*4 owed 5th long rest = fully recovered, pay downtime*4 or also has Hit point maximum halved and downtime*5 owed 6th long rest = fully recovered, requires downtime*5 (1st level = 10days, 20th level = 70days) This creates a carrot/stick approach to long rests-- You (the whole team) can declare a short or long rest anytime you wanna hunker down for an hour.. short rest functions normally, long rest only takes an hour to gain, but now you owe downtime. You could theoretically full rest three times in the same day if you're willing to be at half speed and disadvantage on ability checks .. at 6th level you'd owe 10 days of downtime (2*downtime- 1/2*6+1/5*6 round up) or the next long rest will also give disadvantage on attack and saving throws... 15 days downtime owed. This would actually be pretty fun... the team can stubbornly slam through a situation with full refreshes each rest with increasingly bad performance... you could find clever spells and circumstances that DON'T remove the exhaustion, but mask it.. expeditious retreat nullifies speed penalties, aiding others nullifies disadvantaged ability scores, etc... you'd be expending more resources making up for being exhausted, but can have your full rest very easily. would y'all rather try this instead? I actually like it more. :)