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<blockquote data-quote="The Crimson Binome" data-source="post: 7116492" data-attributes="member: 6775031"><p>That's a huge difference, though. I mean, look at the other class which can effectively exhaust its special abilities in two rounds; I don't think that <em>anyone</em> here is arguing that it's bad for the Warlock to run out of spells in two rounds.</p><p></p><p>With the short-rest classes and (sub-classes), they can run through their resources, and the most it will set the party back is a short rest. In a worst-case scenario, a selfish player might strongly pressure the rest of the group into taking a short rest so that they can get their ki points or superiority dice or pact slots back, where a selfish player of a long-rest class would be pressuring them into taking a long rest. In that sense, the rule also forms a sort of insurance against new/reckless/selfish players to prevent them from wrecking the pace. That's not <em>quite</em> the point I was getting at before, but it's related. You can see it in a lot of other places, between Hit Dice and a slew of class features, that they really wanted to make sure everyone could keep going through at <em>least</em> two fights in a day, regardless of how far they're down after the first one.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7116492, member: 6775031"] That's a huge difference, though. I mean, look at the other class which can effectively exhaust its special abilities in two rounds; I don't think that [I]anyone[/I] here is arguing that it's bad for the Warlock to run out of spells in two rounds. With the short-rest classes and (sub-classes), they can run through their resources, and the most it will set the party back is a short rest. In a worst-case scenario, a selfish player might strongly pressure the rest of the group into taking a short rest so that they can get their ki points or superiority dice or pact slots back, where a selfish player of a long-rest class would be pressuring them into taking a long rest. In that sense, the rule also forms a sort of insurance against new/reckless/selfish players to prevent them from wrecking the pace. That's not [I]quite[/I] the point I was getting at before, but it's related. You can see it in a lot of other places, between Hit Dice and a slew of class features, that they really wanted to make sure everyone could keep going through at [I]least[/I] two fights in a day, regardless of how far they're down after the first one. [/QUOTE]
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