D&D (2024) They butchered the warlock in the new packet

Of course it’s relevant. If the DM says it’s too risky to rest it is. If the DM says, “sure you can rest, but you’ll probably lose a hostage”, we’re not going to rest.

I mean, I don’t get your point. The DM sets the stage, and if it’s a fast paced series of high action encounters (or a race against the clock), I don’t see it as an abuse of DM power to discourage resting.
And if that style of game is what you want, I think you should live with the consequences.
 

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again that only happens if you are chaining fights

in a dungeon crawl I can imagine 2 or even 3 back to back fight, but I can also imagine a fight then an hour or tree of exploration before the next fight, and that second fight might end up with us talking it out, and that is before we trigger a trap or hit a puzzel.

outside of a dungeon I can't imagine chaining 3 fights in less then an hour most times
Which, despite the constant taglines fo 'back to the dungeon', the playerbase doesn't seem to want to do.
 

convenience, you can always switch to hard mode where the effects of the short rest are only accomplished by a long rest and those of a long rest by a week or so of recovery time

Yeah, but that changes the style of play. We shouldn't be required to pick between a survival horror game that works, or a super-heroic game that works, or a heroic action-adventure game that doesn't work and is also the default.

We've got a game where easy works and hard works, but normal doesn't work. That's kind of odd.
 
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I really like the idea of half spellcaster + some full caster spells.

I really could see the bard going down to such a model. And even have paladin's and rangers get very few full caster slots.

It still needs some work though.
Honestly feels MORE Bardic in a way. You could either pick extra spell slots, add more abilities with weapons or maybe even extra skill expertise. Really build your Bard to be as magical as you want.
I think the Pact Magic feature would basically be solved by giving the Warlock one or two extra spell slots, and then just giving them a recharge mechanic that is under their control instead of the DM's.

Say, for instance, you start with 2 slots, and get an extra at 5th, 9th, 13th, and 17th level.

You can take one minute to reattune yourself with your patron to recover all your spell slots (edit: specifically Pact Magic slots, obviously) You can do this once per day at 1st level, and gain an extra use at 10th level and 15th level.

Then bring back the old Mystic Arcanum, and keep the rest of the new changes, and boom. Perfect Warlock, IMO.
Yeah! My Living Library Warlock had this feature:

You can now tap into the incredible arcane reserves of the Living Library. Starting at 10th level, you can spend 1 minute to contact the Living Library to regain one expended Warlock spell slot. Once you’ve used this ability, you cannot do so again until you finish a short or long rest.

It gives it three spell slot between rests, but still only a max of 2 per encounter. A tweaked version would help the Warlock get more use of their slots without making them easy to nova with.

Which, despite the constant taglines fo 'back to the dungeon', the playerbase doesn't seem to want to do.
Every new edition gets that tagline... maybe we just don't like how musty and dusty it is don't there?
 


Also, with the warlock changes, you could simply have 1 big battle each day.

Or have travel days that have only one encounter in them. Mixed rest means the game only works well when you can do the rests between encounters, and there are a variety of reasons that DMs want to run adventuring days where that just doesn't happen.
 




again that only happens if you are chaining fights

in a dungeon crawl I can imagine 2 or even 3 back to back fight, but I can also imagine a fight then an hour or tree of exploration before the next fight, and that second fight might end up with us talking it out, and that is before we trigger a trap or hit a puzzel.

outside of a dungeon I can't imagine chaining 3 fights in less then an hour most times

we have whole sessions some times weeks out of game where we don't have a fight, I don't know that we are the normal either but somewhere between us must be.
Well the DMs I usually play with Do tend to either chain encounters together, or we only tend to have 1 or 2 encounters per day. Because of this, my groups short rest classes tend to get the short end of the stick.

Having different classes use different recharge rates for their abilities may be more interesting, but for it to work you are required to use a specific pacing for your adventures. That pacing may work for you group, but it doesn't for mine. I am sorry, but I think D&D should try to support as many different playstyles and pace of adventuring day as possible.
 

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