D&D 5E Classes with resources feel like usage is too restrained

WaywardWaffle

First Post
This is still extremely vague in my mind, but I have been looking over a number of classes recently as I have been making lots of new characters, and through playing through these classes I have found that often their main draw shows up so sparingly that it makes them feel incredibly underwhelming.

The biggest offenses to me are Ki for the Monk
Superiority Dice for the Battlemaster
and less so Sorcery Points for the Sorcerer

It seems to me like full casters have the advantage here on their resources, that is, they can cast every turn and assuming a typical adventuring day, run out right around the end of the day.

Meanwhile, playing a monk I barely have enough Ki to last me through one fight let alone 6, even with a short rest recharge. It becomes even more strained for resources playing an elemental discipline monk. The Ki is so important to the monk, do you think that they should be able to use that every turn as it is their main flavour?
An easy change for this I think would be to move the Ki capstone down to say, 6th level, maybe earlier, and reduce it to just 1 ki when you roll initiative. Or going probably too far just add 1 if they have 0 in their pool, that way they always have access to their core abilities but there is still an incentive to rest in order to take your stronger actions.
(this is all without getting into the math to calculate avg damage beside fighters when you need to spend ki to make more attacks)

Then the Battlemaster which is the very roughest for it, I think. They have 4 superiority dice per rest, eventually 5 and eventually after that 6. The battlemaster's main draw is the ability to control the battlefield, shouldn't they be able to do that at least once every turn? Any change here would be slightly harder to balance due to maneuvers adding dice to attack rolls and damage rolls and such but it's easily possible to make some modifications here (maybe just remove the bonuses to the rolls for example).
The main change here to keep them able to use their abilities each turn would be to create a kind of cantrip maneuver, maybe they get 2, where they can use it however many times they want. It would not work to just make sure they always have 1 dice in their pool because there is no higher costs for maneuvers.

The sorcerer I'm sure I don't need to explain as much, they get a bunch more options to spend their SP on and balance here would be much more difficult. Essentially, they are a less (far far far less) effective wizard with a wildly constrained number of spells known (only 15 max, really?) So their draw is that they can modify the spells that they cast, but the cost of metamagic gets high when you also need to use flexible casting.
Solution for this I think is relatively the same as the Ki solution above but far less so. Instead of 4sp on a short rest, 4sp when you roll initiative, essentially the monk capstone. 4sp is not a lot at all, it would let them get off a few extremely valuable meta magic casts late in the adventuring day and would keep the cast functioning. The only problem here is that due to flexible casting they could get at least somewhat infinite level 1 or 2 spell slots, though only 2 slots max at a time.

Sorry that this is all so unedited its very late and this is something that has been bugging me for a long time. Classes with a "main draw" can't actually access that draw for very long because their resources are so tight (cantrips being the weak exception but only spellcasters get a small number of them). Making resources roughly infinite (or to a point of nigh worthless returns) would have crazy effects on the adventuring day layout, the balance of most other features in the game, but I think, deep into it with lots of changes (hello goals for 6th edition?) an ultimately satisfying balanced change.
 

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Consider trying this:
You gain X Ki points per at the beginning of your turn, this represents the Monk gaining focus during the encounter around them, rewarding patient monks with better opportunities and abilities. Also providing a unique meta-mechanic where someone gets stronger over time. You may later want to then modify it so that higher level monks start out an encounter with a reserve, so that they can more quickly get to their more expensive options. You can even make it so the more lackluster Traditions (4 elements~) get more points to work with. Just keep in mind that fights are supposed to last 3 to 5 rounds, and some monk abilities cost 6 or even up to 10 ki points. And look out for Long Death monks, you will have to do something about them.

Battlemasters work slightly differently. One of their big draws is being able to Alpha strike (Because that's what a Fighter does with Action Surge) This means they need to have all their cards dealt at the beginning of the fight, and lay them out as the Fighter sees fit. Simply giving them a pool at the start of each fight is the best bet, and not too different than how they are structured now.
 

This is still extremely vague in my mind, but I have been looking over a number of classes recently as I have been making lots of new characters, and through playing through these classes I have found that often their main draw shows up so sparingly that it makes them feel incredibly underwhelming.

The biggest offenses to me are Ki for the Monk
Superiority Dice for the Battlemaster
and less so Sorcery Points for the Sorcerer

It seems to me like full casters have the advantage here on their resources, that is, they can cast every turn and assuming a typical adventuring day, run out right around the end of the day.

Meanwhile, playing a monk I barely have enough Ki to last me through one fight let alone 6, even with a short rest recharge. It becomes even more strained for resources playing an elemental discipline monk. The Ki is so important to the monk, do you think that they should be able to use that every turn as it is their main flavour?
Well, your problem is that you have much too high expectations. You seem to labor under the impression a character that doesn't use a resource in a given combat round is somehow below par.

That is not true. Or at least, the game expects you to consider it not true, as in (repeat after me) "a character can be quite awesome just by doing the things he can do all day".

This is especially true for martial characters, since they actually can do what they do all day: swing swords, punch faces.

Full casters can only cast cantrips all day, and while that is a huge improvement over previous editions, it's still not what they are, not what they're defined as (arguably with Warlock as the exception).

I think your first course of action, before going ahead and changing things around (that honestly run the risk of making points-charged classes too good), should be to try to recalibrate your expectations.

Don't view the Monk using a Ki point as "business as usual", but make a point of just how awesome that makes your character. Spending a Ki point needs to be the exception, even though it is not exactly uncommon.
 

And oh, try the above advice on something other than the Four Elements Monk, since that subclass is decidedly weak.

Might I suggest a Shadow Monk? :) (The one in our group kicks serious ass with his ability to teleport around the battlefield stunlocking foes, and otherwise help the group escape detection)
 

The baseline expectation for every round of combat is that a fighting-type will attack, and a spellcaster will cantrip. The major difference between the characters lies in their exceptions - the different things that they each do when they aren't doing the usual.

Big spells - spells that matter - are roughly limited to once per encounter. The same is roughly true of superiority dice, and a couple of other resources. If your spellcasters are throwing out big spells every round without running dry, then it's likely that you aren't getting enough encounters in a day.
 

If your spellcasters are throwing out big spells every round without running dry, then it's likely that you aren't getting enough encounters in a day.
Well, the "just add more encounters" advice has been thoroughly debunked by now. As in, no, it's way harder than people make it out to be. As in, yes, it can be done, but something is wrong with the game if it forces the DM to do all that hard work.

Besides, I'd look at it from the other direction. If adventure days are short enough that spellcasters can cast big spells, why can't the martial classes just spend points?

I mean, a Monk gets more Ki points than a Wizard gets "big spells".

Remember, for a high-level Wizard, a first level spell (slot) is no longer "big". Indeed, they could even be overshadowed by four-dice cantrips at that point.

So I'd wager the issue isn't so much "not enough encounters" as "not enough short rests".

It's easy for a DM doing things she's always done it to get stuck in a rut where adventure days simply don't have short rests. My advice to shake things up is to experiment with the 5 minute short rest duration from 4E.

It should help massively with the shorters vs longers balance.

(Of course, I believe it tilts the balance way too much toward shorters, but that's another story)

If nothing else, it's a quick and easy fix. Which "add more encounters" assuredly is not.
 

Probably already been stated but 2 of the three examples you listed are short rest recovery resources. It makes sense for them to not last more than 1 or 2 combats. The exception to this is the elemental monk which should probably get a free firebolt like ability that doesn't cost ki.
 

Following on from CapnZapp's point, if you're finding that your adventuring days are falling into only a couple of encounters, with no short rests, it might be worth discussing with your DM about adjusting resources to a long-rest recharge mechanic for classes that are balanced around short rests. Perhaps double(?) the resources to start with, but recharge on Long rests instead.

As the others have said however, most resources aren't designed to be something that is spent every round. When a battlemaster burns off their SD in a single round, the sorcerer charges up a spell with metamagic, or a monk starts dumping Ki, that should signify them changing into high gear, not just business as usual.

Regarding Battlemasters, as was pointed out, one of their major advantages is the level of nova power that they can put out. If you want a more consistent maneuver Fighter, I would suggest removing/reducing the 'pool' of superiority dice and allowing maneuvers on their turn dealing half damage with no additional superiority dice. The Battlemaster can withhold an attack to generate a temporary superiority die chat can be spent on maneuvers requiring the die or maneuvers taking place outside their action.
 

I've certainly not felt that the long-rest recovering classes are just spamming out awesome while the short-resters are sitting there punching and holding back with their ki/SD/etc. The overall class balance is not at 100%, and both fighters and monks are a little short-changed, but that's a much more challenging issue with lots of different influences.

It's easy for a DM doing things she's always done it to get stuck in a rut where adventure days simply don't have short rests. My advice to shake things up is to experiment with the 5 minute short rest duration from 4E.

It should help massively with the shorters vs longers balance.

We've split the difference on that. Rest takes 5 minutes, but you can only do it 1/hr. Now that I think about it, that actually doesn't affect the # of ki/SD one can use per encounter at all. It just fit with our verisimilitude better.

(Of course, I believe it tilts the balance way too much toward shorters, but that's another story)

There's the rub.
 

How about no short rest at all? This way people will think before spamming out their Ki, dice, etc. A 5 minute rest does not even give time for the orc to eat his pie, how is he going to prepare his patrol from the murder hobos if the always at max damage output.
 

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