D&D 5E Spellcasters: Short-rest vs. Long-rest vs. Other

What is your preference for spellcasting recovery time-period?

  • Warlocks short, every one else long. (RAW)

    Votes: 9 21.4%
  • Make all short rest.

    Votes: 9 21.4%
  • Make all long rest.

    Votes: 13 31.0%
  • Some other system? (Other...)

    Votes: 13 31.0%
  • Spellcasting SUCCESS Check needed

    Votes: 4 9.5%
  • Spellcasting DRAIN check needed

    Votes: 5 11.9%

Charlaquin

Goblin Queen (She/Her/Hers)
If I wasn't getting actual useful data from my own playtests, I would be convinced by now that playtesting only serves to make things worse in every possible way.
Well, I don’t imagine your “playtesting” is primarily a marketing stunt and secondarily a vibe check with a dissatisfied consumer base like WotC’s was.
 

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Yaarel

He Mage
This is a tough design question.

I like the Warlock mechanics and want them for the Psion too.

At the same time, the designers seem to be making all rests into only one kind of rest, based on the long rest. Then, the proficiency-bonus per day replaces the short rest.

Possibly, the Warlock and other caster classes can somehow refresh spell slots a number of times per day equal to their proficiency bonus.
 





Horwath

Legend
all abilities on short rest.

short rest of 5 min.

long rest restores HPs, HDs(healing surges), and removes most negative conditions(ability damage, exhaustion, diseases, etc...) and prevents additional exhaustion by avoiding being awake for more than 24hrs.

Healing depends on having HDs to spend in combination with magic healing.

I.E. Cure spell could heal for 1d12 per spell level, but you need to spend HD for every spell level.
For every spell level not supported by HD, you heal 1d4 instead.
Add HDs roll normally for additional healing.
 

Vaalingrade

Legend
all abilities on short rest.

short rest of 5 min.

long rest restores HPs, HDs(healing surges), and removes most negative conditions(ability damage, exhaustion, diseases, etc...) and prevents additional exhaustion by avoiding being awake for more than 24hrs.

Healing depends on having HDs to spend in combination with magic healing.

I.E. Cure spell could heal for 1d12 per spell level, but you need to spend HD for every spell level.
For every spell level not supported by HD, you heal 1d4 instead.
Add HDs roll normally for additional healing.
Agree with everything but dice-based healing.

I'd like scaling, stable healing back, please.
 

TwoSix

Dirty, realism-hating munchkin powergamer
For a radical change: No rests - all spells are at will. You can absolutely balance this if you want to, and it works for any pace of play.

It just means higher level spells don't hit harder. They simply add options.
I like this option. Just have stronger abilities have other restrictions, like long cast times or (enforced) expensive material components.

I think the challenging question is how far you can bend the resource system before you trigger the "this doesn't look/feel like D&D!" effect.
 

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