Longer Rests
SW5e offers greater character customization than traditional 5e, and ultimately yields more powerful characters. If you find yourself struggling to challenge your party, consider using the following variant rule to make them stretch their resources.
Quick Rest
A quick rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a quick rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. Whenever a character spends a Hit Die to regain hit points, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.
Short Rest
A short rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs light activity, such as reading, talking, eating, or standing watch, for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—fighting, casting powers, at least 4 hours of walking, or similar adventuring activity—the characters must restart the rest to benefit from it.
At the end of a short rest, a character regains missing hit points up to half their hit point maximum (rounded up). A character can then spend one or more Hit Dice, up to the character's maximum number of Hit Dice, which is equal to the character's level. Whenever a character spends a Hit Die to regain hit points, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.
A character can't benefit from more than one short rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
Long Rest
A long rest is a period of extended downtime, at least 2 days long, during which a character sleeps for at least 6 hours each day, and performs light activity, such as reading, talking, eating, or standing watch during the remainder of the long rest. If the rest is interrupted by a period of strenuous activity—fighting, casting powers, at least 4 hours of walking, or similar adventuring activity—the characters must restart the rest to benefit from it.
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one).
A character can't benefit from more than one long rest in a 7-day period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
Power Durations and Other Effects
Certain powers, such as battle precognition or force barrier, are powers that are intended to be cast once or twice per adventuring day. Since long rests are now once per week instead of once per day, consider increasing the duration of these powers to 24 hours, or even up to three days, as you deem appropriate.