mamba
Legend
so basically you need to have one short rest after each encounter with the 2014 Warlock…Is… is that supposed a joke? One or two combats per day is incredibly common in my experience. Maybe three in a really productive session.
so basically you need to have one short rest after each encounter with the 2014 Warlock…Is… is that supposed a joke? One or two combats per day is incredibly common in my experience. Maybe three in a really productive session.
well, I do. I also do not see this as limited to the Wizard.Yes, I have noticed that the entire game has been gradually becoming more homogeneous to accommodate the Wizard getting to refill their spells whenever they want. I don’t consider that a positive thing.
No, you need to have about one short rest every other encounter. Which, frankly, is a much more reasonable expectation than wizards needing to slog through about 6 encounters without taking a long rest in order to not be overpowered.so basically you need to have one short rest after each encounter with the 2014 Warlock…
…and then spam eldritch blast some more.No surprise, but I absolutely don't agree.
Pact magic was confusing to explain to new players. You had too few slots so you couldn't use them unless you knew you had access to a short rest. It was a waste to use spells that don't upcast like shield or most utility magic. It broke multi-classing by either not adding value OR enabling cheese combos like coffeelocks.
Was it flavorful? I guess yes. But the flavor came at being a half-baked rule that felt like it escaped from some fan project.
As someone who played a warlock and loved the flavor of them, I feel this answers my biggest complaints about it. Let me cast magic, not just spam EB every fight until I get to a big monster and drop Hunger of Hadar on them.
Well, no, it’s every caster now. Which is every class except fighter, barbarian, and rogue. And people complained 4e was same-ywell, I do. I also do not see this as limited to the Wizard.
It absolutely is. Players freaking revolt if they can’t get a long rest when they need one.As to ‘whenever they want’, we have people pointing out that they are not getting short rests whenever they want, somehow I doubt this is more likely for long rests
Yes, exactly that. 1hr is NOT a short rest.Horwath said:
that is a great idea, if only we had short rest in the game.
@Horwath, were you suggesting that a 1-hour short rest does not count as a short enough rest, so we effectively don't have a real short rest?
is that supposed to be a joke? One or two combats per day is incredibly common in my experience. Maybe three in a really productive session.
I meant for maximum effectiveness of the warlock. With 3 encounters per day this boils down to one short rest, not the ideal scenarioNo, you need to have about one short rest every other encounter.
yeah, not making a difference really.Which, frankly, is a much more reasonable expectation than wizards needing to slog through about 6 encounters without taking a long rest in order to not be overpowered.
some things being on the same clock is good, get the differences somewhere elseWell, no, it’s every caster now. Which is every class except fighter, barbarian, and rogue. And people complained 4e was same-y![]()
need <> want. Also, they can much better plan / control for long rests than short rests.It absolutely is. Players freaking revolt if they can’t get a long rest when they need one.
So am I.I'm not taking about real life days, but game days.
Not in mine. They’re basically the norm.Yes, game days with only one or two combats are very rare in my experience.
I don’t know if you’ve noticed but dungeons are extremely out of fashion these days.In overland travel, sure. But in a dungeon? Never.
In my campaigns? No. Taking a long rest in an adventure location like a dungeon is not impossible but it is extremely risky (whereas conversely, taking a short rest is not without risk, but it is usually pretty doable). But in the campaigns of pretty much any other DM I’ve played with, what happens is that there are one or two big setpiece encounters in a typical adventuring day, and the rest of the day is spent doing other things. Investigation, exploration, social interaction, and just general plot-y stuff.My DM won't allow a long rest unless there have been at least four encounters, and I enforce a similar rule myself.
Does your campaign let players wake up, fight some orcs, then go right back to sleep?