EzekielRaiden
Follower of the Way
Not at all. Because if the party has a healer, 99% of the time that healer is also a spellcaster, because Mearls & co. danced on the Warlord's grave. Meaning the party has every reason to stop fighting once the spell slots run out and they're functionally out of resources to prevent catastrophic failure.The concern I have with crunching numbers like that is the assumption that everyone takes a long rest just because the spell casters want to take a long rest. I think that's a silly assumption.
It's not about ignoring the 24-hour cycle. It's about packing it in. Waiting for a new day rather than taking on new challenges when the biggest resources are already used up...most importantly the healing resources, which are the ones the martial characters need the most because they're in the line of fire for the nastiest attacks.If the party can ignore the better part of the 24 hour cycle required to benefit from 8 hours of long resting then other classes can fit in as many short rests as they want within that time frame until they also need to take a long rest.
So are martials. That changes nothing.Spellcasters waiting out the day until they can long rest again are doing zero damage in the meantime.
Why not? It's amount of damage per day. Only one set of classes is dependent on having a bazillion combat rounds each day. The other can burn through all of their resources and then present a very strong argument that we will be stronger if we pack it in.Not waiting out the day and continuing to adventure because other classes can keep playing is continuing to do damage. Resting to recover spell slots is not something we can label as consistent damage if it's based on nova casting over shorter time frames.
Great! You have groups intentionally playing suboptimally. That's totally fine. It's not what the game actually gives mechanical rewards to.In the groups I played with we played through the adventuring day.
I have personally seen it be a direct problem. Does that make you happy? To know that this is real, and you've just had a gentleperson's agreement not to let it be an issue?Spellcasters were cautious using spells in case they ran out of slots; and if they did then they used cantrip, rituals, and magic items. The adventure didn't pause for them. The only place I've every experienced 5MWD is in online discussions.
Concentration helps, but it should be far more widespread. There are far too many spells that should require it but don't. You are correct that 3.x/PF1e favored casters "a lot more", but that's kind of damning with faint praise. Because 3.x was so massively, horrifically broken, and nearly every possible mechanic favored spellcasters or punished martials or both.I appreciate concentration. It was a step in the right direction to keep spellcasters more reasonable than 3.x casters along with removing caster level from most spells and less spell slots with which to cast. Monster hit point inflation also curbed casters a bit from a different angle.
3ed did favor casters a lot more.
To be better than literally the single worst D&D for martial/spellcaster balance isn't saying much!
Six months is 26-27 weeks. Only requires that you get the first handful of levels rapid-fire, or start at a slightly higher level, to work out as about one level every other session. E.g. if you start at level 5, you'd only need back-to-back levelling twice in that six-month period. Of course, it could also be that they were slightly exaggerating in both directions, e.g. not quite 20 but maybe 18 or 19 and not a mere six months but seven or eight. Going from level ~4 to level ~18 in just over seven months is ~14 levels gained in ~31 weeks, or about 2.2 weeks per level (meaning, most of the time it's 2 weeks, but occasionally it's 3).I don't know how ECOM3 has time to play all those characters to those levels.
I've played short campaigns that start at higher levels and the luxury of skipping lower level grown pains makes building the character different from having to play through those levels as well. When I play a long term campaign from 1st level it usually takes well over a year and closer to two years to get to 20th level playing weekly. I play to those levels but it takes a long time to get there.
A person would have to level up almost every session to get to 20th level in six months playing weekly.
It's certainly fast, if ECMO3's group isn't starting at a higher level. But this just proves a point I've made many, many times on this forum and which people always deny, despite all evidence to the contrary: People presume absolutely every group starts at level 1 and never starts higher. Further, note the pace at which you say your levels come: closer to two years than one year. Call it 20 months, 86.96 weeks, call it 87 for simplicity. Given you have 19 levels to gain in that span (since you start at 1), that's more than four and a half weeks for each level, including level 2 and 3, which WotC has explicitly designed to take only one and two sessions apiece before settling at about 4 sessions apiece from there on out. And if we tweak it to assume you do get level 2 by the end of the first session and level 3 by the end of the third, that just makes all the others even slower, taking nearly five weeks every time (4.94).
And people say my experience of DMs dragging out the XP rate is somehow weird and divergent!