D&D 5E Getting rid of the short rest: The answer to Linear Fighter vs Quadratic Wizard?

Hawk Diesel

Adventurer
I know, I know. Just hear me out. Also bear with me. I'm gonna start this out a bit meandering, but I am getting to a point. Trust me.

So today my mind was wandering a bit, and I got to thinking about 4e and how they did their powers in categories of at-will, per encounter, and per day. As my mind does as it wanders, I also began thinking about short rest, long rest, and the so-called 6-8 encounter adventuring day.

Now, on this forum I have heard a great deal about how 5e is balanced around the 6-8 encounter adventuring day, with 2 short rests in between capped off by a long rest. Now, white wall theory crafting, that's great. But is that how D&D is actually played? In my experience, it is not. While the games I have played in have had periods where resource management was important, more often than not myself or my players have had ample time for long rests. This gives greater advantage to classes and builds whose abilities refresh on a long rest than those with short rest refresh. Now while I do not have very good familiarity with most of the official modules that have been released, I am preparing to run Curse of Strahd. And based on what I have seen, outside of Castle Ravenloft perhaps, and maybe Death House (both fairly enclosed dungeon-esque places), you aren't going to get the 6-8 encounters per day unless you roll often for random encounters. And while play styles vary, I see combat as not being a highlight of D&D or the reason to play, but more as a driver of the story. And if combats are happening frequently with little connection to the story, it makes combat overall less impactful from my perspective (YMMV).

It has also been my experience that not everyone really knows what constitutes a short rest. I have been in games where a short rest was considered 4 hours, and were seldom actually used. Thus my fighter/warlock would be super low on any resources, while the wizard and cleric characters had plenty of things left to fling around.

So I got to wondering, what if we got rid of the short rest? We would then alter existing abilities that refresh on a short rest to instead become encounter abilities similar to 4e.

So what would be the potential consequences?

1) Short rest powers would need to be reduced in number to allow for balance, since these were initially meant to be used over 2-3 encounters. Therefore, I would reduce the number of uses by half rounded up. This would include Superiority Dice, Inspiration Dice, Ki points, and Pact Magic to just name a few things.

2) This would allow martial characters to no longer have the sense of an artificial limit per rest how often they can do something. Instead, they will always have at least one use every encounter.

3) This would make certain abilities irrelevant, such as the bard's capstone ability, and the Battlemaster's ability to have at least one Superiority Die when initiative is rolled. These abilities would need to be replaced or adjusted (possibly allow one additional use per encounter).

4) What value do Hit Die have in a system where there are no short rests? I have an idea for that. Perhaps as a minute long action (making it a non-combat ability and representing bandaging yourself or recentering your focus), you could spend Hit Dice. They get replaced as normal (# = 1/2 your level per long rest). A similar approach could be used for a wizard's Arcane Recovery ability.

5) How does one capture non-combat encounters? This is probably the most tricky of the bunch. I'm not sure there is really a good answer that doesn't revolve around DM Fiat to determine whether something outside of combat consists of an encounter or how long that encounter goes.

There may be other consequences, but these are the ones I see.

Now, one of the things addressed by this is helping short rest characters (such as largely martial characters) get a bit of a power bump. This relates to another issue I have frequently heard argued on the boards of the linear fighter versus the quadratic wizard. So I was thinking, perhaps if we look at an adjustment to certain long rest abilities, we can reduce the power of higher level magic uses to bring everyone more in line of relative power balance.

My thought is that any spell of 6th level or higher does not automatically recharge on a long rest. The reason being that if a single game session has multiple long rests, a magic user of sufficient level could cast multiple 8th or 9th level spells. The problem with this is that spells above 6th level really do tend to "break" the game. They grant access to powers that dwarf many of the abilities that non-spellcasters can achieve. In a single round, meteor swarm can out damage even the best built fighter, especially when considering the range.

So my proposal is that for spells of 6th level or higher, they recharge on a long rest + one session. What does that mean or even look like? Well, say you have a wizard that casts meteor swarm in a session. They've used their 9th level spell slot. During that session, the wizard gets a rest in. Great! But, he doesn't yet get back that spell slot. He must wait until the next session to use that spell slot again.

What if the player uses the spell slot, but does not get a rest before the end of the session? I'll be honest, there's a couple of ways this could go, and I'm not sure where I stand on the fence. One way would be that if the wizard gets a long rest in the next session, then they get their 9th level spell slot back. The other way could be that the wizard gets a rest, and must wait until the next session to get their 9th level slot back (effectively meaning they had a whole game session where they did not have access to their 9th level spell slot).

My reasoning for this approach is to limit really big spells to not just once per day, but once per game session, or maybe less if using one of the possible examples/interpretations above.

I know this creates a big change to the game. And I know that my perspective is limited and full of blind spots. So that's why I'm throwing this out to the community with the following questions:

1) Is this adjustment reasonable?

2) What potential impacts/consequences have I not considered or foreseen?

3) Does this actually accomplish what I'm attempting to do (eliminate short rests in a reasonable fashion while reducing linear fighter vs quadratic wizard issues)?
 
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Wizards in 5e aren't quadratic like 3.x wizards were. It's a stretch to call them that at all. That said I'll have to think on your proposals to see if they help
 

Wizards in 5e aren't quadratic like 3.x wizards were. It's a stretch to call them that at all. That said I'll have to think on your proposals to see if they help

It's true that they aren't quadratic in the same ways thanks to spells moving towards save every round and with the limits of concentration. But big spells, especially 8th and 9th level, really do seem to go beyond what non-casters can achieve without granting non-casters an additional power bump to compensate. This becomes more true with additional spells being released such as the Player's Companion Guide and XGtE (though this iteration of Wizards is doing a MUCH better job of reeling that in compared to the days of 3e/3.5).

But I think it's important that you mention this. Balance between casters and non-casters is much better than in previous editions.
 

If i wanted to get rid of short rests then id probably just double or triple the number of uses if short rest abilities. I might even tie them to the tiers so that the number of uses/day increase as you level. I wouldn't make any adjustments to long rest abilities as they are currently. This might mean that a battlemaster goes crazy in their first combat and blows all of their dice on maneuvers but I that would be their decision to make.

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Well, I'm not sure exactly how the OP's game goes, if it is a 5-minute workday, or just one or two encounters per "day" and short rests are irrelevant. I'm not sure how people are thinking a short rest is 4-hours (unless that is a house rule for that campaign). Here are some problems I see:

1) The whole 'per Encounter' mechanic may dredge up bad feelings from the Edition Wars for many cause much lamentation. Either you like it or you don't, but it seems people have strong opinions about it.
2) Going through and rebalancing all the short rest abilities seems kind of fraught with potential problems and a lot of work.

Here are a couple of solutions that I have heard in various forms:

A) Make a short rests 1 minute (or 5 minutes - shades of 4e), with all the current benefits; but you have a hard limit of only two per long rest. That way you have more opportunity for the short rest classes to always get their recharges, as each individual can choose when to take them, you don't all have to take them at the same time. You also don't get to take them ad nauseam throughout the day, just two. The downside is that if you take them at the earliest opportunities and you happen to have a high number of encounters day, you may be at a disadvantage. This may also promote the 5 minute work day, of having the short rest classes take their two short rests, then asking for a long rest after the third encounter, with the long rest classes all for it (maybe that's a 15 minute work day, it might take more than 3 encounters a day to balance short rest vs long rest).

B) Change the long rest/short rest times. If you seem to always have 1, 2 or 3 encounter days, make a long rest more of a 'take it easy in town for two or three days' kind of affair, and a short rest 'roughing it camping overnight'. You can still have one or two encounter days, but now these 'days' are really short rest delimited, rather than long rest defined. If you are having 1 or 2 super hard encounters a day, this may not be ideal, but it is something to play with.
 

My solution.

Twice per long rest, you can skip your turn to take a short rear. Even mid battle, or if your unconscious (you must spend at least 1 HD if you are unconscious).
 

My solution.

Twice per long rest, you can skip your turn to take a short rear. Even mid battle, or if your unconscious (you must spend at least 1 HD if you are unconscious).
So this means they can get back up into the fight? That's a cool houserule. I might try it out when I next DM.

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Rather than reduce short rest abilities, you could borrow the milestone concept from 4e and have short rest powers recharge every 2 encounters. (This way less modifications are needed while retaining the concept.)
 

You're way over thinking it.
Just make all short rest abilities into either 2 or 3 uses per long rest & let the players decide how quickly they exhaust their resources.

And your idea concerning 6th lv+ spells is just bad.
Consider:
* It's game night & my players are trekking through the jungles of Chult on foot. In 4.5 hrs of play they cover about 7 hexes worth of travel in the session. (roughly 10 miles/day) They have 7 encounters overall.
And in a weeks worth of adventuring our wizard player is allowed to cast her 6th lv spell once in all that time - for no better reason than "No matter how much time passed in-story, it's still Monday 2/12/18 IRL".
*
* It's now 1 session later & the party has found a dwarven mine. They end up spending this + 3-4 more sessions clearing it etc, representing only about 8 hours of actual elapsed game world time. And yet in those 8 hrs our wizard has been able to cast that 6th lv spell 4, maybe 5 times?

Blech.
 

If i wanted to get rid of short rests then id probably just double or triple the number of uses if short rest abilities. I might even tie them to the tiers so that the number of uses/day increase as you level. I wouldn't make any adjustments to long rest abilities as they are currently. This might mean that a battlemaster goes crazy in their first combat and blows all of their dice on maneuvers but I that would be their decision to make.

This is certainly one way to accomplish getting rid of short rests. However, my concern would be the potential for players to go nova. Having characters being able to go nova makes it more difficult as a DM to balance encounters. If your players fight a boss when they are totally fresh, you suddenly have a much easier and potentially anticlimactic fight. On the other end, if they have a boss fight after exhausting all their uses, they suddenly have an exponentially more difficult fight that may in fact be impossible. This is not so much a concern for DMs that are used to adjusting on the fly, but much more difficult for DMs that rely on structuring and planning their encounters ahead of time.

Also, do you really wanna give 2nd level fighters 2-3 Action Surges per day? It is already a powerful ability to use 1/short rest, imagine if a player decided to nova with several uses in a single combat.

Well, I'm not sure exactly how the OP's game goes, if it is a 5-minute workday, or just one or two encounters per "day" and short rests are irrelevant.

The one game I'm currently running is online weekday evenings. So we have more limited time (2-3 hours at most) to play. If I run more than 1 encounter a session, then all we would be doing is combat. Additionally, I would have a difficult time as the DM moving the story forward if combat was such a focus. We will go entire sessions with just RP (and as far as I can tell, everyone is still having fun and enjoying these sessions). Hopefully this helps at least in understanding my perspective as a DM.

I'm not sure how people are thinking a short rest is 4-hours (unless that is a house rule for that campaign).

Yea, it was a house rule. I joined the game after it had started, and hadn't really been aware of that before I made my character. I wasn't a big fan of that mechanic, but it was an incredibly fun game.

1) The whole 'per Encounter' mechanic may dredge up bad feelings from the Edition Wars for many cause much lamentation. Either you like it or you don't, but it seems people have strong opinions about it.

I'm really glad you bring this up. From my perspective, every edition bring with it innovations worth considering, and problems inherent to that system. Despite all the problems of 4e, it had some really great ideas. One might argue that the 5e cantrips developed out of the at-will abilities of 4e. Also, since Matthew Colville is such a hot topic right now (I definitely backed his new Kickstarter), I think it is worthwhile to bring up his video arguing that adding elements of 4e into your game can improve it.

https://youtu.be/QoELQ7px9ws

I don't see the various game editions as needing to be separate entities. I also loathe those arguments that if someone suggests a mechanic from a previous edition that they should just play that edition. There are good things from every edition, and the game is modular enough for hobbyists to modify the game to suit their play style and the play style of their table.

2) Going through and rebalancing all the short rest abilities seems kind of fraught with potential problems and a lot of work.

Here are a couple of solutions that I have heard in various forms:

A) Make a short rests 1 minute (or 5 minutes - shades of 4e), with all the current benefits; but you have a hard limit of only two per long rest. That way you have more opportunity for the short rest classes to always get their recharges, as each individual can choose when to take them, you don't all have to take them at the same time. You also don't get to take them ad nauseam throughout the day, just two. The downside is that if you take them at the earliest opportunities and you happen to have a high number of encounters day, you may be at a disadvantage. This may also promote the 5 minute work day, of having the short rest classes take their two short rests, then asking for a long rest after the third encounter, with the long rest classes all for it (maybe that's a 15 minute work day, it might take more than 3 encounters a day to balance short rest vs long rest).

B) Change the long rest/short rest times. If you seem to always have 1, 2 or 3 encounter days, make a long rest more of a 'take it easy in town for two or three days' kind of affair, and a short rest 'roughing it camping overnight'. You can still have one or two encounter days, but now these 'days' are really short rest delimited, rather than long rest defined. If you are having 1 or 2 super hard encounters a day, this may not be ideal, but it is something to play with.

These are all worthwhile considerations. But it still creates this artificial idea that a person skilled enough to do something has a limit of how many times they can do it. Now this might not be everyone's take, I get that. But with magic and spells, it makes sense that you have a limited well of energy you can draw from. But if you consider classes with abilities such as the Battlemaster, how is it that they could swing a sword all day long but not be able to attempt their maneuvers with some semblance of that kind of consistency. Having per encounter abilities helps reduce that issue.

Of course, as I mentioned, it does limit or make difficult how one handles such abilities outside of combat.
My solution.

Twice per long rest, you can skip your turn to take a short rear. Even mid battle, or if your unconscious (you must spend at least 1 HD if you are unconscious).

That is a very interesting take. I see that it could work for games where the players are supposed to be very difficult to kill heroes of the ages. But in grittier games or games where you want your players to fear death, it could make things difficult. Of course, this is a larger critique of player death and being knocked out of combat. It's never fun to be unable to do anything in combat because you got knocked to 0 HP, but then you don't want players to not fear getting knocked to 0 because it is easy to undo it or escape the consequence.

Rather than reduce short rest abilities, you could borrow the milestone concept from 4e and have short rest powers recharge every 2 encounters. (This way less modifications are needed while retaining the concept.)

This is a very intriguing option to me. It would certainly require less modification to the game at large, while still accomplishing the initially described goal.

But I also feel like I really like the idea of encounter abilities. So maybe I need to step back and think on whether I'm personally more interested in implementing per encounter abilities, or making the rest mechanic easier to handle without impairing balance between classes/builds.

Also, what are people's thoughts about the higher level spells? Would people mind or have reservations about effectively making them more geared to once per session abilities rather than once per day?
 
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