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D&D 5E Are Per Rest Resources a Hindrance?

The Long Rest mechanic makes sense in the context of old school 'the point of the game is to avoid engaging in the game' styles because it works as a stick against... engaging in the game. If you try something, you have less and less ability to deal when you're forced to try something.
On the contrary, managing resources by making smart decisions is very fun to me. I dont want to solve every problem by just spamming powers all day. YMMV.
 

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On the contrary, managing resources by making smart decisions is very fun to me. I dont want to solve every problem by just spamming powers all day. YMMV.
I find my groups fall somewhere in the middle. We want to work around things. We want to play enemies off each other, and we want to 'play smart' but once initiative rolls we want in game recourses that refresh.

our perfect game would be a less combat coded 4e. Give each class 3 major roles (one for each pillar) and 3 minor roles (again one per pillar) and have the powers and abilities more or less be eqaul... They don't HAVE to be 33/33/33, I actually think 60% combat 20% social and 20% exploration should be 1 option and 50% combat 30% exploration 20% social should be another..,

heck I like the warlock chasie (a few at wills, a list of encounter powers that all draw on teh same limited resource, at higher levels some big game changes 1/day, and mini feats along the way mixed with 2 interchangable subclasses)
 

According to their tales, people didn't fight a lot in those dungeons. And they didn't have many resources. So the gap between clsses ofdifferent rest schedules and the amount of resource spending didn't matter.

But the number of resources went up, the day got shorter, and the power of rests went up.
Ok, sorry, maybe I should have said "how was this possible", I may have come across as a bit aggressive in my post. In reality I was shocked. This was an era where a Cure Light Wounds healed the same amount as an Orc's damage per turn, and the spell to cure TWO d8's of damage was 4th level, lol.
 

Would you be opposed to having a simple at-will warrior class (Champion), a complex short rest warrior class (Battlemaster/Warblade), and a moderately complex long rest warrior class (Barbarian/Berserker) in 5.5e?

6e D&D?
I'm just saying that simple is good for some people, even people that have no issue with complex. Obviously we can have a lot of variation and complexity. I don't have a problem with the battlemaster even if I don't care for it, if I want a more complex fighter next time I get to play one I'm thinking runecaster.

Whether there should be an entirely different class? I don't see the need for it or what niche it would fill that fighter/paladin/ranger/rogue don't already fill, but I'm not a game designer.
 


I'm just saying that simple is good for some people, even people that have no issue with complex. Obviously we can have a lot of variation and complexity. I don't have a problem with the battlemaster even if I don't care for it, if I want a more complex fighter next time I get to play one I'm thinking runecaster.

Whether there should be an entirely different class? I don't see the need for it or what niche it would fill that fighter/paladin/ranger/rogue don't already fill, but I'm not a game designer.
The issue is that classes that have a rest schedule that don't match the campaign's rest schedule case players that have less fun or become bored faster.

There are many solutions to that.

To me, the best is to create classes that have similar niches and stories to classic ones but have different rest schedules that migh match the group's rest schedule.HaveChampion, Battlemaster, and Barbarian on different rest schedules and let grops pick the best match.
 

If you don't like fighters, don't play one. There are plenty of alternatives. Leave the "boring" options to people that enjoy playing them, or simply want to spend time with friends and family without having to worry about complexity.

The champion should be its own class, like the thief rogue, and a couple simpler caster types. By shackling the fighter to the champion, it forces the entire class to be simple and limits the design space.
 

the niche of a resource management warrior class?
Don't we already have that though? All fighters have second wind and action surge of course. But looking at the rest, other than champion it seems like most have additional limited abilities. For that matter, we have paladins and barbarians.

I'm not saying they couldn't, it just that it seems to me like there's already plenty of options. What would this hypothetical class look like that would make them stand out?
 

Don't we already have that though? All fighters have second wind and action surge of course. But looking at the rest, other than champion it seems like most have additional limited abilities. For that matter, we have paladins and barbarians.

I'm not saying they couldn't, it just that it seems to me like there's already plenty of options. What would this hypothetical class look like that would make them stand out?
if i WANT a non magic character with options like a wizard (or even a warlock) and power in line with those casters you would tell me "that isn't a class" even though we HAD those options in the last 2 editions...

what makes them stand out is the ability to change the flow of the story the same way a caster can but without magic
 

The issue is that classes that have a rest schedule that don't match the campaign's rest schedule case players that have less fun or become bored faster.

There are many solutions to that.

To me, the best is to create classes that have similar niches and stories to classic ones but have different rest schedules that migh match the group's rest schedule.HaveChampion, Battlemaster, and Barbarian on different rest schedules and let grops pick the best match.
I don't think there's a perfect solution. I'm playing a monk in a game with a druid, a short rest later and we're good to go. Meanwhile the rogue was ready to push on long ago while the sorcerer and paladin want to take a long rest.

If it were up to me we'd might either have 1 type of rest or figure out a way to have partial recovery of resources based on how long you rest. Have options and advice about how to adjust pacing so for 1 group resource recovery starts after a 15 minute rest while for others it's an overnight rest.

I do that in my campaign now to a certain degree with the gritty rest rules that I use, I think it would require a lot of playtesting to come up with a better solution. If there even is one.
 

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