you weren't supposed to see that. Its a leaked Feat for the new campaign setting: Foodhaven.I find myself intrigued by the quiche activity....
you weren't supposed to see that. Its a leaked Feat for the new campaign setting: Foodhaven.I find myself intrigued by the quiche activity....
Thanks.It's a feature, not a bug. One of the benefits is that the pacing comes more naturally for me and, yes, it's easier to push the party to it's limits. I regularly have 4-10 encounters between long rests and it feels like there's more of a balance between classes that rely on resting and those that do not.
I do, however have a house rule that any spell that lasts for 30 minutes or more has it's duration multiplied by 5. It's mostly for spells like mage armor.
The game kind of seems to assume an 8 hour working day from a balance perspective. Increasing the length of utility spells helps balance it out.Thanks.
That bolded sentence is exactly the concern I had: there are all sorts of spells and abilities in the book that have a duration of effect unequivocally ordered around long rests taking just eight hours. But under Gritty Realism, would those spells and abilities all get their duration multiplied by twenty-one in order to perfectly balance it out? (Doesn't seem like a "perfect" balance to me, btw--seems freaky even though in a naïve sense that's what the math would say to do.) But then what about all the other spells and abilities with durations that aren't obviously ordered around getting rejuvenated with a long rest? Do those expand, too? Why or why not?
This is a can of worms I prefer not to open. I have no quarrel at all with other DMs and parties of players who choose to--that's their business and none of mine. I just see too many things going wonky here for me to be comfortable with it.
Yeah, those doggoned workers' unions shortening the work day.....The game kind of seems to assume an 8 hour working day from a balance perspective. Increasing the length of utility spells helps balance it out.
Now I see what you're advocating. About the only real wrinkle I see with this solution is the Warlock getting both spell slots back after a short rest (which in principle could mean every five minutes if we dramatically shorten the short rest). Some sort of fix would be needed there, I expect, but I do see now both what the notion is and what it's meant to address.If you change the rest & recharge rates it will favor some classes over others. If looking at things in a vacuum, this seems bad. If you acknowledge that we still have lingering quadratic wizard, linear fighter problems, then this can be an easy solution. Don’t make all rests take longer. Long rests take longer, slowing down casters going nova. That’s great. Short rests take less time, boosting martial classes. That’s also great.
It’s not perfect. But it’s dramatically better than RAW.
Eh, warlocks getting two spells per fight isn't really a problem IMO - their best attack is usually still eldritch blast and the good defensive spells eat up a turn if you don't see every fight coming.Now I see what you're advocating. About the only real wrinkle I see with this solution is the Warlock getting both spell slots back after a short rest (which in principle could mean every five minutes if we dramatically shorten the short rest). Some sort of fix would be needed there, I expect, but I do see now both what the notion is and what it's meant to address.
I'm really appreciating this thread: I'm learning a lot from all the different approaches (and justifications for them) people have.
Right, but if one wants to tamp down the relative power of all casters compared to the martial classes, the Warlock remains un-tamped in this scenario, doesn't it? So if a DM wants to re-jigger rest mechanics to make the martial classes more attractive to players, I would expect to need some kind of of fix for the Warlock. Not vis-à-vis other casters, mind you--just vis-à-vis the martial classes.Eh, warlocks getting two spells per fight isn't really a problem IMO - their best attack is usually still eldritch blast and the good defensive spells eat up a turn if you don't see every fight coming.