I thought this was already the case. Interesting.
Understandable, concentration was part of casting for so much of the game's history. The same concept did double-duty as both a restriction on casting and a determinant of duration. In 4e, casting was restricted only by action type, and rituals didn't much interact with combat mechanics, while the duration went to 'save ends' (pioneered in 3.5), and 'sustain' actions. 5e brought back the name concentration, to replace 'sustain' and removed the action cost, and also brought back concentration for rituals, even though they'd likely be used out of combat. Putting it back for casting in general seems like an obvious variant - as does adding back many other restrictions on prep/memorization & casting.
Explain please.
As written you're saying the reaction is reacting to something that hasn't happened yet, which doesn't make any sense. But I don't think that's what you're trying to say, and so I'm not getting it.
Many reactions, like a Shield spell or Counterspell or OA, need to happen /before/ the triggering event is 'resolved' (ie completed & the results applies), or they do nothing. You can't take an OA after someone has actually moved out of your melee reach, you can't counterspell a fireball that's already blown you up, and while a Shield spell would stay up for any subsequent attacks, there'd be a lot less point to it if it couldn't stop the triggering attack.
Resolving reactions in FIFO order would make any reaction after the first useless, it'd be simpler to just rule that you can't take Reactions on your turn and that you can't take Reactions to Reactions.
So you agree that it's up to the individual GM to sort the issue out then?
That's the point, yes, that 5e DMs are generally given latitude and tools to customize the game to their liking. In the case of the 6-8 Encounter/day guideline, the aren't as clearly given that latitude when it comes to the duration, requirements, and timing of rests, the duration & timing of which, in particular, are spelled out unequivocally, with DMG 'modules' only giving equally exact alternatives.
That's still no more a problem than it is for a GM in any system - including systems like 3.5 & 4e that received a lot of flack for 'not supporting' this or that style or pushing 'Player Entitlement' or whatever.
So, I'm mainly advocating (as so often seems to be the case) "you're the DM, you fix it," but, in this case, I'm having to advocate going beyond the rules & modules and guidance presented, and just overriding explicit rules, rather than ruling on more flexible (vague) ones.
I also (reluctantly) have to be with Zapp on this one: that WotC really should go ahead and toss an AL-legal module or UA or something (something between a tweet and a formal errata in weight) that doesn't change the way short & long rests work by default, but leaves the final ruling on how long they take and whether they're possible with the DM, explicitly.
That kind of leap to exclusion reasoning isn't terribly helpful, why try to drive people away from a game that's meant to include them? [\quote]
Yet, funnily enough when I bring up exactly this argument about warlords I see multiple threads trying to shut down conversation.
To be fair, the threads are probably trying to have the conversation, and all being shut down with that same rush-to-exclusion.
Fair enough. Since it wasn't I'll continue to be selfish here.
Fine, don't 'be the change...' ;P
There is NO 6-8 encounter paradigm! There is a 2 short rest per long rest paradigm
Well, 2-3.
that assumes a certain amount of encounter XP between those rests, but the number of encounters between rests can be anywhere from 1-6 depending on if they are deadly (1), hard (2), medium (3), easy (6) or some combination of those to total 1 deadly.
The guideline is 6-8 medium-hard, and 2-3 short rests between long rests, it's less clear on encounters/short rest. So, that's a nice alternative, precisely, if not intuitively (& in 'natural language'), stated. But I don't buy that it's the 'real' guideline, even if it might well be a better, ultimately more usable one.
I suppose there's also an implied number of rounds between those short rests, since the 'paradigm' is balancing at-will vs short-rest vs daily resources all against eachother, not just the last two, but difficulty should mostly map to that.
I really, really wish the DMG didn't give the example of the number of medium to hard encounters per day, as it skews what the system is intended to do.
A number of encounters is just a lot more intuitive and easier to remember. But, yes, the whole point of the thread is that it could have been presented better. Whether that's more flexibly, or less so.
So our group of PCs are currently on Athas.
OK, I can see how rulings on rests could be appropriate, with the post-apocalyptic desert setting and the survival themes...
They aren't natives, but are instead planar visitors searching for something important to the ongoing campaign. In order to try and convey the different feel of Athas compared to more traditional fantasy worlds, I am making strong use of Exhaustion and Rest Mechanics.
Even more so!
(Full disclosure: I've yet to see an 'exhaustion' mechanic in D&D that I don't loathe.)
...These creatures scattered when their leader was slain, but then gathered in numbers to harry the PCs upon their trek back to the fortress.
...The PCs remained aware of this horde of enemies nearby, and therefore were not able to fully resume their rest.
So I had each PC who had taken a watch make a Constitution saving throw with a DC of 12. Anyone who failed, did not benefit from a long rest.
To me, this is a clear "Rulings, not rules" kind of approach to solve the "problem".
Ding!
I think that the best way to handle this problem is through the use of DM judgment, to adjust rules to fit specific circumstances, or to apply rules variations to achieve the desired effect. I think this is the game's expectation.
I agree that's the best way, and, in so much of the rest of 5e, it clearly sets that expectation. Rests, per my above comments to Hussar, not so much.
It sounds silly to say we need to raise 'Awareness' of the 5MWD issue, since awareness has got to virtually unanimous - maybe we need to overcome some 'Denial' - but since the presentation of 5e didn't go the full DM-Empowerment press in this area, it's good to raise Awareness that even in those rare, seemingly blessed cases where 5e presents clear, explicit RAW, it's still the DM's privilege and duty to toss them to the winds and just make rulings.
The goal that the DM is trying to achieve is going to play a huge part in what he may consider a solution.
Nod. You've used rulings in the area to get across the feel of an alien world, and it's dangers. Well done. Since the 6-8 encounter/day guideline is more about keeping the corresponding encounter guidelines usable, and classes balanced, a DM might also want to follow it for those reasons, which could mean a much more arbitrary approach, depending on how much he's willing to warp his campaign around those considerations...
Either way, there's never going to be consensus on one fix....which is why I think they've come up with a basic mechanic, and they leave the "solution" to any perceived problems with that mechanic up to the individual groups.
DM Empowerment is the 'one fix' that lets everyone implement their own fix. 5e encourages it very well in other areas, starting with basic resolution. It's odd it reverts to a 3e style fixed numbers and explicit rules in this one, relatively critical (to class balance & encounter difficulty - I know that the former is anathema to certain D&D de-facto traditions, and the latter /needs/ to be swingy for the CaW style) area.
To sound like Zapp for a moment, what it looks like is that 5e presents as being 'for everyone,' as intended, including having guidance for those who value class balance and want to be able to use encounter guidelines with some confidence, but then intentionally undermines that guidance.