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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="FrogReaver" data-source="post: 7120159" data-attributes="member: 6795602"><p>1. Having 1 or 2 fights per long rest may be your preferred combat model BUT when you push the players to where they need a long rest after 1-2 fights then the 5e rules aren't going to work as intended. They just weren't intended to accommodate that style of play without having some classes like full casters feel much stronger than others. Then again, I suppose if you like the old school method of a few combats a day you probably also like that casters past a certain point dominate those games and having them do the same in 5e isn't a problem but a feature. So really you are probably getting exactly what you want that way!</p><p></p><p>2. In general I hate sandboxes. I'm not going to get into a debate of why here. However, I do believe that you are playing the Sandbox style the correct way as it's really the only way to play it. Knowing that up front I may even like your sandbox style game but I wouldn't play anything other than a daily caster unless there were exceptional circumstances (like everyone else playing a short rest character). That's because 5e combat balance is built around so many short rests per long rests and if that isn't happening then it skews one way or the other. Typically it will be toward the long rest characters favor but not always.</p><p></p><p>3. Time restraints are really the only way to establish the short rest to long rest ratio that's "intended". Random encounters as generally conceived don't really help since PC's can just go back to sleep. Though I suppose there could be some random encounters that happen when you are sleeping that compel you to cancel your long rest by investigating them etc and taking to much time to benefit from the long rest again. In fact, a whole thread on designing random encounters that can interrupt a long rest may be useful just for that kind of thing!</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7120159, member: 6795602"] 1. Having 1 or 2 fights per long rest may be your preferred combat model BUT when you push the players to where they need a long rest after 1-2 fights then the 5e rules aren't going to work as intended. They just weren't intended to accommodate that style of play without having some classes like full casters feel much stronger than others. Then again, I suppose if you like the old school method of a few combats a day you probably also like that casters past a certain point dominate those games and having them do the same in 5e isn't a problem but a feature. So really you are probably getting exactly what you want that way! 2. In general I hate sandboxes. I'm not going to get into a debate of why here. However, I do believe that you are playing the Sandbox style the correct way as it's really the only way to play it. Knowing that up front I may even like your sandbox style game but I wouldn't play anything other than a daily caster unless there were exceptional circumstances (like everyone else playing a short rest character). That's because 5e combat balance is built around so many short rests per long rests and if that isn't happening then it skews one way or the other. Typically it will be toward the long rest characters favor but not always. 3. Time restraints are really the only way to establish the short rest to long rest ratio that's "intended". Random encounters as generally conceived don't really help since PC's can just go back to sleep. Though I suppose there could be some random encounters that happen when you are sleeping that compel you to cancel your long rest by investigating them etc and taking to much time to benefit from the long rest again. In fact, a whole thread on designing random encounters that can interrupt a long rest may be useful just for that kind of thing! [/QUOTE]
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