I'm really hating how they're turning towards "X per long rest" as the go-to mechanic. I'd much rather things generally revolve around per-encounter balance.I'm actually a little stunned by how many things have been weakened. Some of those things certainly needed to be pulled back in a little bit, like the Rune Knight being able to give +Int to AC every turn. But in many places they went too far in the other direction, like the (once again) Rune Knight only being able to impose disadvantage P times per long rest with the previously mentioned ability.
I don't mind it on principal, but I would like to see more Short Rest refreshing abilities if Short Rests are supposed to be an important balancing point for the 6-8 encounter (including skill challenge) day. I think there's a lot of quiet dissonance with Short Rests being an entire hour, and parties often (DM dependent) feeling compelled to keep pushing, or stop, without an easy to recognize middle ground for Short Rests.I'm really hating how they're turning towards "X per long rest" as the go-to mechanic. I'd much rather things generally revolve around per-encounter balance.
I felt like 4e got it right with 5 minute short rests. You cannot refresh the abilities the middle of a combat, but it gave a clear delineation between times when you completely put adventuring on hold and when you just catch a breather. I've seen too many tables where short rest characters are literally nerfed to death because of the new paradigm.I don't mind it on principal, but I would like to see more Short Rest refreshing abilities if Short Rests are supposed to be an important balancing point for the 6-8 encounter (including skill challenge) day. I think there's a lot of quiet dissonance with Short Rests being an entire hour, and parties often (DM dependent) feeling compelled to keep pushing, or stop, without an easy to recognize middle ground for Short Rests.