D&D 5E Lets talk about getting rid of "recover all spell slots on a long rest"

jasper

Rotten DM
The thing is, most groups don't even track time, so players go from "We take a long rest" to "We take a long rest, plus however much time it takes to recover our spell slots." And most DMs will just shrug and say, "Okay." In the end, nothing changes.
And this is exactly what happen in my 1E campaign. So only very rarely when they were fighting a very smart monster (AKA Stradh), was spell recovery a concern. Most of time it was. Gee instead of 4 days to clear out that dungeon it was 10 days. Then I would check to see if calendar moved into a new season.
 

log in or register to remove this ad

jasper

Rotten DM
going out being socially involved at a tavern spa or whatever would help recover the caster's lost energy magical stamina or whatever but sitting in a library studying performing religious ceremonies or whatever is mentally taxing in ways that slow that process.

....
Friends you heard of the drunken master monk. I give you the Beer Wizard and Wine Cleric, the party Paladin, the salsa dancing sorcerer, and I am stopping there because my mind is going into the foot in mouth/it will get me banned track.
 

Ashrym

Legend
It seems like the desired effect would be the same with a variant rest rule but with less tracking. Using the 1 week long rest and 1 day short rest changes the recovery rate a lot.

This is similar to the system I'm currently mulling, except mine is less granular. I got the idea from Adventures in Middle Earth, which doesn't allow long rests outside of sanctuaries (i.e. towns). Basically, the party can take a long rest anywhere, but they don't recover HP or HD unless they rest in a sanctuary (either a town or a campsite outside a dungeon).

It seems like a more complex method of my simple "tell the party when they benefit from a rest method".

"Taking a rest" is no different from players taking any other action. The action is taken and the DM determines success or failure and results.

What happens is spells designed to enable rest suddenly become more prominent. Not allowing those spells to give rest arbitrarily by area the group is in makes them lose value and possibly worthless.

I am not sure why playing with spell recovery is preferable to adjusting encounter difficulty.

This makes more sense to me. Harder encounters, time based waves in a combat or timeline encounter flow, and running against the clock create incentive not to blow all their resources plannibg to rest.

This is true whether a DM uses those tactics or not once players learn they can fail the quest by succeeding at taking time out to rest. They key is creating the awareness that resting creates risks, not just benefits.
 

tetrasodium

Legend
Supporter
Epic
I thought the point of reducing spell slot recovery was to make it easier for the DM to challenge/enforce attrition on the players?

5E PCs have so much recovery available DMs are unable to wear them down using fictionally plausible battles. Of course, if you don't mind a PC party encountering around two hundred monsters a week, it's not an issue for you; but it is for a lot of DMs.
That's exactly the point. It was an attempt to do something about the fact that the dials for adjusting that in the dmg are either useless & ineffective or a huge imbalance problems in other directions.
@Don Durito the 1e tie in wasn't so much because it was especially great (I remember it as "however long" too), more as a starting point. Arcane recovery & such are problematic with any changes like this as you note,. Your do it half caster level recovery like hit dice might work but I'm not sure if it would do enough,

I'll just repost what I posted in the other thread.
Honestly, I think most of the tools already exist in the 5e framework; you simply need to dump neo-Vancian casting to achieve this (which is probably a bridge too far in traditional D&D).

1) Make deployable offensive and defensive resources a shallow pool, but charge more quickly. The warlock is our model here, or the fighter or monk. Short rest resources primarily, or once per encounter. (Regain 1 dice on initiative is per-encounter in all but name, and a concept like "regain focus" or "take a breather" taking 1 minute can easily be put into the system and fulfills both simulationist and gamist agendas.)

Ideally, the goal here is what you bring into a fight on offense is roughly the same in any fight, although a chain of quick fights can become difficult quickly.

2) Long-rest resources are used for restoration and repair, or for non-combat utility. Leveraging the ritual system is particularly useful, and could use expansion.

3) Short rests keep the PCs in fighting shape, but cause weariness (Spend Hit Dice to regain hit points). Long rests alleviate weariness (Restore Hit Die). Out-of-combat healing magic should be tightly constrained to reinforce this loop.

4) Deeper attrition is handled by consumables. Going into a dungeon where you might not be able to long rest requires preparation in the form of healing potions and utility scrolls. Access to this function is constrained either by tight financial constraints for a simulationist agenda (potions cost money and special reagents, the best source of money and reagents is found in the more dangerous places) or by metagame currency for a gamist agenda (replace money with a metagame currency like XP).

That might work, but it sounds a lot like it would turn into "look guys I published a whole new system that reworks everything but keeps some names,"


My game uses Location resting. You can steal what you want.

You get your HD, health,class features, and spell slot backs based on comfort level of the area. Rests at different comfort levels take different of time to short or long rest.

Level 0 areas are impossible to rest in. These are usually planes or places where the environment is too hostile or unstable to rest in. Think a desert under the sun, a ship during a storm, a plane of ice under frigid temperatures, or near a battlefield.
  • No Short Rest
  • No Long Rest

Level 1 areas are places where you can rest but not drop your guard. There are possible hostiles around and no soft spots to rest on. You can short rest here in a hour but cannot long rest.
  • Short Rest Allowed
    • Healer's kit dependent
    • Cannot spend more hit die than Con modifier per hour (minimum 1)
  • No Long Rest

Level 2 areas are places where you can rest but not comfortably. There's no beds. There's no table and candlelight to read books. Food and drink are rationed and poor quality. There is some sort of exposure or a need for a guard. You can short rest and long rest.
  • Short Rest Allowed
    • Healer's kit dependent
  • Long Rest Allowed
    • Healer's kit dependent
    • Slower Natural Healing
    • Daily Spell slots gained gain in slot levels equal to total spellcasting level.
Level 3 areas are places with proper amenities above a poor level. Beds, tables, quiet, food, and drink of moderate quality is available.
  • Short Rest Allowed
  • Long Rest Allowed
    • Healer's kit dependent
Level 4 areas are beyond the normal. Physical characters have access to the finest care and medicine. Arcanists have access to magical libraries or laboratories. Divine characters have access to a church of an aligned deity or a sacred natural space.
  • Short Rest Allowed
    • Short Rest in 10 minutes
  • Long Rest Allowed
    • Gain all hit die
    • Advantage in one skill or tool ability check for next 24 hours
    • Extra Attack grants another attack within next 24 hrs if you long rest 3 days in a row.
    • Can cast one spell of level equal to a third your spellcasting level for free within next 24 hrs if you long rest 7 days in a row.
Level 5 areas your specially made headquarters. You must pay 100 gp per cumulative level to stock the area with books, training equipment, sacred items, and other items and rituals personal to you and your skills.
  • Short Rest Allowed
    • Short Rest in 10 minutes
  • Long Rest Allowed
    • Gain all hit die
    • Advantage in one skill or tool ability check for next 24 hours
    • Extra Attack grants another attack within next 24 hrs if you long rest 3 days in a row.
    • Can cast one spell of level equal to a third your spellcasting level for free within next 24 hrs if you long rest 7 days in a row.

I kinda like this & think it would solve some problems, but a lot of it would boil down to going back to town to rest for however long all the time. All in all I'm starting to think that the reason the dmg options for these dials are so terrible just comes down to too many oversimplified systems & the all too frequent "5e is so easy to make changes to.. unless you want to change that."
 

Laurefindel

Legend
That's relevant when they are in a space where getting rest is exceedingly difficult, perhaps But most of the time, my experience says this will just mean the party rests for longer, which is not interesting.

Now, if simply having greater space to say, "you are occasionally are pressed for time, and must choose which spells you will have" is what you are after, then fine. But players, in my experience, will go to significant lengths to just make it "take a longer rest".

I’m with you there, but I was trying to participate constructively along with the spirit of the OP.

However, while time constraints do not have to be part of every chapter of every adventure, time is often the only (or main) tool a DM can use to put pressure on their players, and thus time constraints become the main motor for attrition outside a single battle. So not entirely irrelevant, and perhaps beneficial to certain style of play as you said.
 

RSIxidor

Adventurer
I don't entirely hate this idea. I'd give it some variance. Switch to a pool, something like spell points. Figure out a die for the spellcasters that works like hit dice. Roll the die and add proficiency and/or spellcasting mod when they rest. Let them recover that many spell points when they take a long rest. The math for spell points to spell levels would need to be adjusted. Grow the die or add more of the same die at certain levels.

This would be a huge change to the game. I like the idea of the variance being added to this, I like the risk/reward of choosing to push to your spellcasting limits or store reserves for the next day. I wish magic was more uncertain than it currently is in the game.

EDIT: Looking at this some more, the math to make this work is painful and the die progression is weird. Maybe it's not a great idea after all.
 
Last edited:

Minigiant

Legend
Supporter
I kinda like this & think it would solve some problems, but a lot of it would boil down to going back to town to rest for however long all the time. All in all I'm starting to think that the reason the dmg options for these dials are so terrible just comes down to too many oversimplified systems & the all too frequent "5e is so easy to make changes to.. unless you want to change that."

It less that the DMG options are terrible and more the amount of options you really need would take up most of the book.

The Guides, the Variant Rules, the Magic items, and the traps and exploration info do not fit in the DMG anymore.

There are many fiddly rules and variants you truly need to modify a world. It would be 400-500 pages with the guides and variants alone.

It's time that traps and magic items be ported to their own book so more variant rules, subclasses, subraces, toggles, settings, and pantheons can get into the DMG.
 

MoonSong

Rules-lawyering drama queen but not a munchkin
If we can all remain nice...

Maybe the solution is to use the spell point variant. After a long rest, the caster spends time doing something -wizard studies, cleric prays, druid does a ritual, bard plays with an instrument- to regain spell points. They are recovered at a rate of 1 point every five minutes. During a short rest they can do it again after resting 30 minutes.

Under this system sorcerers wouldn't be able to do this, instead regaining 2x level spell points after every long rest (and their pool includes sorcery points) . They can begin casting faster, but it takes two to four long rests to regain their full strength.
 

CleverNickName

Limit Break Dancing
I agree that everyone in the party, instantly and automatically recovering every lost hit point and spell slot, all at once, in their sleep, makes the game too easy...but I don't really have any fixes in mind that would work. So I'm watching this thread with interest.
 

going out being socially involved at a tavern spa or whatever would help recover the caster's lost energy magical stamina or whatever but sitting in a library studying performing religious ceremonies or whatever is mentally taxing in ways that slow that process.

Yea most parties don't track time, but they certainly track things like needing to spend an amount of gold doing something

This is clearly coming from the perspective of an extravert.
 

Remove ads

Top