Silam
Villager
When hearing arguments about which class or build is stronger, there are often a lot of assumptions. Some obvious ones may include:
The Ease of pulling off a Long Rest
In a campaign where you get to Long Rest any and every time you'd like, then you can go all out on every battle. There is no resource economy to worry about. Having the ability to replenish some resources with a Short Rest matters less if you'll never short rest anyway. And why would you if there is no downside to long rests?
Some DMs may decide to curb their players' enthusiasm for long rests in various ways, such as:
It's not a revolutionary idea, by any stretch, but I've been pondering it lately, and thought I would share.
- Susceptibility to MAD: if using standard point buy, then MAD is often a big issue, whereas if using some custom stat rolling method, then it may be different (usually not in the direction of yielding weaker stats and thus making MAD even more problematic, though that's also possible).
- Magic items availability: if playing through some pre-conceived adventure, then you get whatever that offers, but if playing custom-built adventures, then it's entirely up to the DM.
- Size of the party: obviously, if all the roles are well-covered, then everyone can specialize and be really strong at one thing, whereas in the opposite case versatility may be valued at a premium (even with the tradeoffs it usually brings).
The Ease of pulling off a Long Rest
In a campaign where you get to Long Rest any and every time you'd like, then you can go all out on every battle. There is no resource economy to worry about. Having the ability to replenish some resources with a Short Rest matters less if you'll never short rest anyway. And why would you if there is no downside to long rests?
Some DMs may decide to curb their players' enthusiasm for long rests in various ways, such as:
- Urgency. The world will blow up in 3 days, and there is this 12 steps fetch quest to complete before then, so can we really afford to call it a night just yet? Or maybe there's a demonic horde chasing on the heels of the party, and letting them catch up is game over?
- Dungeons. Sleeping in the middle of a dungeon, when there are monsters crawling around, may be imprudent. What if you get ambushed while sleeping? Well, you have guard duty right? But what if the designated watcher gets taken out by a poison dart? Or what if the DM gives a level of exhaustion to characters that sleep in their armor? The DM wouldn't be this nasty, would they...?
- Resource economy becomes important, and is fraught with uncertainty. Each round of combat can be thought of as a candidate to make some hiring decision about in the Secretary problem. The decision to spend some scarce resource has to be taken now, in the absence of knowledge of what future rounds (or future encounters of the day) have in store.
- At will abilities, like cantrips and most martial attacks, become valuable. Oddball builds such as the Multi-Cantrip Gish may be useful, even though you might rarely see them chosen in "regular" games.
- Healing, whether of one's self or others, becomes critical. Feats like Healer or Chef may be prized more highly. Also, giving all members of the party secondary healer responsibilities might matter more. If everybody's grinding through their HPs that much more often, then perhaps it's more common for the "main hospital" to get downed, in which case secondary healers are critical.
It's not a revolutionary idea, by any stretch, but I've been pondering it lately, and thought I would share.
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