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I think that ends up being a fine choice. Surprising, but it does help streamline things.
I explained later in the thread why it's a challenging choice for a lot of tables. Certain environments, like dungeons, make it very difficult to get a short rest any time you just want one. This is a choice where some tables will have no problem with the change and others will have major problems, and from a design perspective that's not a good idea particularly when you're claiming backwards compatibility. It's a pretty major change to class design this late in the game to be making purely because people didn't like your one test Warlock change. Rules changes for "streamlined" isn't always a wise choice.

I continue to think the better choice would have been to allow Warlocks and Monks to recharge in a shorter period of time than one hour.
 

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I explained later in the thread why it's a challenging choice for a lot of tables. Certain environments, like dungeons, make it very difficult to get a short rest any time you just want one. This is a choice where some tables will have no problem with the change and others will have major problems, and from a design perspective that's not a good idea particularly when you're claiming backwards compatibility. It's a pretty major change to class design this late in the game to be making purely because people didn't like your one test Warlock change. Rules changes for "streamlined" isn't always a wise choice.

I continue to think the better choice would have been to allow Warlocks and Monks to recharge in a shorter period of time than one hour.

Well, they are also doing that.

But I don't think the "challenge" of getting a short rest really matters for why this is good. Fighters have always been a short rest class, every single ability of theirs that uses resources comes back on a short rest. So the "challenge" of getting a short rest has always applied to them. But, alternatively, most Barbarians get NOTHING back on a short rest. It doesn't matter how "challenging" it is for them to take one, they never need to take one. It never benefits them to do so. Same with sorcerers.

But, once you alter the design a little, and suddenly everyone can benefit then the discussion isn't "can we find this time that YOU need to be more effective, but that I DON'T" and instead the discussion becomes "can we find this time that WE ALL can use to become more effective". That changes the nature of the challenge, it can still be annoying and aggravating, but now it is an annoyance with a benefit for everyone, instead of an annoyance with a benefit only to one or two people in the party.
 

Well, they are also doing that.

But I don't think the "challenge" of getting a short rest really matters for why this is good. Fighters have always been a short rest class, every single ability of theirs that uses resources comes back on a short rest. So the "challenge" of getting a short rest has always applied to them.
No, it hasn't. And let's not be disingenuous here. 90% of fighter abilities are keyed to at-will resources and not limited ones. However, arguably a majority of both monk and warlock abilities are keyed to limited resources. Fighters are not nearly as dependent on a short rest as monks and warlocks, and we all know and understand that. So come on, let's not pretend fighters are just as challenged by this issue as monks and warlocks when you know darn well they are not. But to be even more clear, that's not the "challenge" I was referring to anyway.

But, alternatively, most Barbarians get NOTHING back on a short rest. It doesn't matter how "challenging" it is for them to take one, they never need to take one. It never benefits them to do so. Same with sorcerers.
Right and that's what we're talking about here (welcome to the topic?) Jeremy Crawford is looking to add more short rest mechanics to all classes including those two. It looks highly likely the next iteration of sorcerer is to recharge one spell point on a short rest if you're out, and for the barbarian to recharge one rage if you're out. His plan, as stated in the video, is to add short rest dependency to all classes. Which is why I said what I said.

But, once you alter the design a little, and suddenly everyone can benefit then the discussion isn't "can we find this time that YOU need to be more effective, but that I DON'T" and instead the discussion becomes "can we find this time that WE ALL can use to become more effective". That changes the nature of the challenge, it can still be annoying and aggravating, but now it is an annoyance with a benefit for everyone, instead of an annoyance with a benefit only to one or two people in the party.
Yes it does do that but that's not the "challenge" I was referring to. The challenge is SOME TABLES, BY NATURE OF THE SETTINGS, MAKE IT MORE DIFFICULT TO SHORT REST THAN OTHER TABLES. Get it? It's not a challenge for the party, it's a challenge for the game designers to balance the interests of different tables and settings.

For example, in all likelihood people who do a lot of city based and wilderness based and political intrigue and mystery and heavy story type campaigns will be perfectly fine with short rest dependency because they can get a short rest as often as they need it. They have freely encouraged monks and warlocks in their game by their setting choice and the players know that for those games.

As a second type of example, in all likelihood people who do heavy dungeon based campaigns will not be fine with the change because short rests are hard to come by. They have discouraged monks and warlocks in those games by their setting choice and the players know that for those games.

WOTC is designing the rules for both types of tables while not asking the question in the survey what kind of table you tend to play in. Therefore, they face a difficult challenge to meet the needs of their consumer base with this kind of major change in class design philosophy.
 

No, it hasn't. And let's not be disingenuous here. 90% of fighter abilities are keyed to at-will resources and not limited ones. However, arguably a majority of both monk and warlock abilities are keyed to limited resources. Fighters are not nearly as dependent on a short rest as monks and warlocks, and we all know and understand that. So come on, let's not pretend fighters are just as challenged by this issue as monks and warlocks when you know darn well they are not. But to be even more clear, that's not the "challenge" I was referring to anyway.

I'm not being disingenuous at all? Like, WTF?

A battlemaster fighter, 5th level, has the following abilities.
Fighting Style - Either passive, or recharges on Short Rest (Superior Technique)
Second Wind - Recharge on a short rest
Action Surge - Recharge on a short rest
Superiority dice - Recharge on a short rest (varies by subclass)
Extra Attack - Passive

That is, at WORST, 60% of their abilities working on a short rest recharge. And before accusations of this being unique to the Battlemaster, this is also true of the Arcane Archer, partially the Psi Warrior, Partially the Rune Knight,

And of those it isn't true of, partially the Psi warrior, partially the Rune Knight, The Echo Knight, The Eldritch Knight, Cavalier, Samurai they recover their level 3 ability on a LONG rest. Which is still 40% of their abilities being short rest dependent.

Now, I AGREE that the monk and the Warlock have it WORSE than the fighter. But I don't think it is a stretch to say that a fighter without second wind, action surge, and their subclass abilities is feeling the pinch in regard to things they can do.

Right and that's what we're talking about here (welcome to the topic?) Jeremy Crawford is looking to add more short rest mechanics to all classes including those two. It looks highly likely the next iteration of sorcerer is to recharge one spell point on a short rest if you're out, and for the barbarian to recharge one rage if you're out. His plan, as stated in the video, is to add short rest dependency to all classes. Which is why I said what I said.

Yes? Which is why I said that was a good idea? Welcome to my discussion I guess?

By giving those classes that currently never desire a short rest a reason to desire a short rest, then those classes that currently desire them have a stronger argument for taking them. Unless you plan on making every single class not get anything back on a short rest, then this is the better direction to go.

Like the fighter, if the barbarian looks at a short rest and says "hey, that's actually useful for me too" then the rest of the situation becomes smoother.


Yes it does do that but that's not the "challenge" I was referring to. The challenge is SOME TABLES, BY NATURE OF THE SETTINGS, MAKE IT MORE DIFFICULT TO SHORT REST THAN OTHER TABLES. Get it? It's not a challenge for the party, it's a challenge for the game designers to balance the interests of different tables and settings.

Uh huh. I get that. But right now? Right now that is a problem that hits tables differently depending on class choice. A table with a current Rogue, Barbarian, Wizard and Cleric is impacted FAR differently than a table with a Fighter, Warlock, Moon Druid and Artificer.

But, the designers absolutely cannot affect the nature of the settings people homebrew or their campaigns. They can't. What they CAN do is change the classes. And if every class has a reason to short rest, then yes this becomes a greater issue for that group that was previously playing an all long rest party, but it becomes easier for a group witha mix, like a Fighter, Cleric, Wizard, and Warlock.

For example, in all likelihood people who do a lot of city based and wilderness based and political intrigue and mystery and heavy story type campaigns will be perfectly fine with short rest dependency because they can get a short rest as often as they need it. They have freely encouraged monks and warlocks in their game by their setting choice and the players know that for those games.

As a second type of example, in all likelihood people who do heavy dungeon based campaigns will not be fine with the change because short rests are hard to come by. They have discouraged monks and warlocks in those games by their setting choice and the players know that for those games.

WOTC is designing the rules for both types of tables while not asking the question in the survey what kind of table you tend to play in. Therefore, they face a difficult challenge to meet the needs of their consumer base with this kind of major change in class design philosophy.

Unless you play in a dungeon where due to abilities, DM, and other aspects of the particular table you find getting a short rest is far easier. Or you are playing in a city game where the only time you rest is either a long rest or none at all, because every encounter is either short or a highly rushed timed event where taking the time to rest is impractical.

You are absolutely correct that one of the challenges with Short Rests is that the specific table and adventure design greatly impacts how easy they are to take. Where you seem to be missing my point is you seem to think this was an issue that only affected two classes in the entire game, and that if we just gave them non-rest recovery options we could get rid of short rests entirely and solve the problem.

But that isn't how it works. A Battlemaster fighter wants short rests, because without them they very quickly have lost every single subclass ability they have. A sword's bard is going to really want short rests, because their playstyle ends up being very dependent on Bardic dice which come back on a short rest. Moon Druid's wildshape. Artificers and their subclass abilities. All of it is still going to cause short rest problems. But, if those problems are more universally distributed, then it becomes less "this class shouldn't be played in this style of campaign" and more of "we need to figure out how we will address short rests in our game" Which is a far more streamlined approach, especially since Crawford stated Short Rests are not being discontinued.
 

I'm not being disingenuous at all? Like, WTF?

A battlemaster fighter, 5th level, has the following abilities.
Fighting Style - Either passive, or recharges on Short Rest (Superior Technique)
Second Wind - Recharge on a short rest
Action Surge - Recharge on a short rest
Superiority dice - Recharge on a short rest (varies by subclass)
Extra Attack - Passive

That is, at WORST, 60% of their abilities working on a short rest recharge. And before accusations of this being unique to the Battlemaster, this is also true of the Arcane Archer, partially the Psi Warrior, Partially the Rune Knight,

You're COUNTING ABILITIES and claiming that's what fighters do? We're now back to the 3e monk debates where people counted their number of abilities and claimed that proved monks were the most powerful class?

Come on. You know base fighters primary thing is HITTING STUFF HARD AND MANY TIMES while having a good AC.

And yeah, you're being disingenuous by claiming stuff like "a fighting style recharges" and "second wind recharges" and such demonstrate that's what a fighter is about, knowing monks and warlocks are about something which must recharge on a rest while fighters are about something which is done at-will.

And given you're not having a stand up discussion to begin with...not sure the rest would be productive.

I guess we will have to agree to disagree on this topic from here on out.
 

You're COUNTING ABILITIES and claiming that's what fighters do? We're now back to the 3e monk debates where people counted their number of abilities and claimed that proved monks were the most powerful class?

Come on. You know base fighters primary thing is HITTING STUFF HARD AND MANY TIMES while having a good AC.

And yeah, you're being disingenuous by claiming stuff like "a fighting style recharges" and "second wind recharges" and such demonstrate that's what a fighter is about, knowing monks and warlocks are about something which must recharge on a rest while fighters are about something which is done at-will.

And given you're not having a stand up discussion to begin with...not sure the rest would be productive.

I guess we will have to agree to disagree on this topic from here on out.

Dude... what?

How is Action Surge NOT hitting stuff many times? How does Second Wind not play into a fighter's ability to survive long enough to keep hitting? Just because fighter's don't have divine smites or spells doesn't mean I'm being disingenuous about them having a lot of abilities that recharge on a short rest. It doesn't matter that fighters hit things with swords twice per round, because SO DOES EVERYONE ELSE. If that is your definition of a fighter, let me introduce the Paladin (extra attack and high AC), the Ranger (Extra Attack and high AC), and the Barbarian (Extra Attack and High AC)...

Like, this is such a bizarre hill for you to choose to dismiss every possible thing I say as irrelevant, because fighters are about having extra attack and high AC and not... all of the unique fighter abilities that no other martial class gets.
 

This isn't even 5.1.
Just like when 3.5 was released.

Fixed none of the fundamental issues with 3.0, just changed around a thousand little details for ultimately very little benefit. (Wizards were still quadratic, vanilla fighters remained a joke, prestige classes remained entirely unbalanced, creating NPCs remained a nightmare for the DM, and so on)

We will all buy it, not because it actually fixes 5.0, but because everyone will play 5.5 and because the many niggling tweaks make sure 5.0 is obsoleted in practice, just like 3.0 was.
 

I am surprised the direction they went wasn't to get rid of short rest dependence (Monk and Warlock) but instead make EVERY class more dependent on short rests. OK, that's a choice.
Personally, that's the path that I wanted them to take—when everyone (hopefully) benefits from short rests, it will be a much more attractive option.
 

Hitting things should never count as a thing you do when everyone can do it.

"Oh, but they do a lot of damage"

Yeah, so does everyone else--while also getting to do interesting things on top of that.
 

Hitting things should never count as a thing you do when everyone can do it.

"Oh, but they do a lot of damage"

Yeah, so does everyone else--while also getting to do interesting things on top of that.
Accuracy in hitting things, damage you do when hitting things, number of times you can try to hit things in a turn, number of times you succeed to hit things in a turn, ability to hit things when it's not your turn, options to choose feats which enhance your abilities to do all the things I just listed, all of that is not "everyone can do it." "Hitting things" is just short hand for that long list of things.

Also the assumption none of these things is "interesting" is highly subjective.
 

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