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5e (2014 and 2024) pacing Issues and how to fix them (+Thread)
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<blockquote data-quote="Horwath" data-source="post: 9787510" data-attributes="member: 6801299"><p>1. Remove short rests. </p><p>Calculate short rest resources as having 2 short rests. 3 short rests at levels 11+</p><p>warlock can only use highest level slot twice. other slots need to be at one level lower. Not counting 1st level spells or mystic arcanums.</p><p>IE: 5th level warlock has 6 spell slots.</p><p>2 of them can be used as 3rd level, rest as 2nd level.</p><p>11th level has 9 spell slots. 2 can be used for 5th level, 1 for mystic arcanum(6th level), rest(6 of them) can be used as 4th level spell slots.</p><p>17th level has 12 spell slots: 2 can be used for 5th level, 4 for mystic arcanum(6th to 9th level) and rest(6 again) can be used as 4th level spell slots.</p><p></p><p>2, HD usage.</p><p>as part of Dodge action you can spend a HD and heal per short rest HD rules</p><p>at 5th level you can spend up to 2 HDs</p><p>at 11th level you can spend up to 3 HDs</p><p>at 17th level you can spend up to 4 HDs</p><p></p><p>3. Fighters action surge:</p><p>you cannot surge two rounds in a row.</p><p>at 17th level, this is removed. you can still only surge once per round.</p><p></p><p>Others can be fixed if some problem arises.</p><p></p><p></p><p></p><p>Now that everyone in on the same level(Rest wise), we can do more about pacing.</p><p></p><p>Boss fight can be now designed that will use 99% of party resources and everyone in party will look like the just went through 10 rounds of UFC match.</p><p>Last session we had one encounter only that we barely survived. 5 PCs and 2 NPCs for utility. we are 4th level and NPCs are 2nd level. Everyone except one PC was downed multiple times. We used 20+ healing potions during the fight and 8 Arcana potions(Restores 1st level spell slot), ended up with 0 spell slots and everyone downed or bloodied at the end.</p><p></p><p>or there can be more encounters with no safe space for Long rest(patrols can always come withing few hours).</p><p>Long rest can even be 12hrs long with 8hrs of sleeping, but that is also a moot point. only thing that matter is can you find a safe place to rest that is relatively comfortable.</p><p></p><p></p><p>Now, about the Idea of battle rush die.</p><p>I like it, but maybe we can link it to HDs.</p><p></p><p>Just gain and spend HDs as Battle rush dice.</p><p>Some can use it's own value and some your table value.</p><p></p><p>but there is always a problem, what is an encounter?</p><p>1 orc?</p><p>12 orcs?</p><p>bag of rats issue?</p><p>slapping your party member across the face for 1 damage?</p><p></p><p>this is why "when roll initiative" abilities need to all go away.</p><p></p><p>as for bloodied, it should reset counter when you are healed to 100% HP or atleast 75% HP.</p><p>maybe add near death threshold at 25% for extra dice</p><p>or even when you are 1st time reduced to 0 and healed.</p></blockquote><p></p>
[QUOTE="Horwath, post: 9787510, member: 6801299"] 1. Remove short rests. Calculate short rest resources as having 2 short rests. 3 short rests at levels 11+ warlock can only use highest level slot twice. other slots need to be at one level lower. Not counting 1st level spells or mystic arcanums. IE: 5th level warlock has 6 spell slots. 2 of them can be used as 3rd level, rest as 2nd level. 11th level has 9 spell slots. 2 can be used for 5th level, 1 for mystic arcanum(6th level), rest(6 of them) can be used as 4th level spell slots. 17th level has 12 spell slots: 2 can be used for 5th level, 4 for mystic arcanum(6th to 9th level) and rest(6 again) can be used as 4th level spell slots. 2, HD usage. as part of Dodge action you can spend a HD and heal per short rest HD rules at 5th level you can spend up to 2 HDs at 11th level you can spend up to 3 HDs at 17th level you can spend up to 4 HDs 3. Fighters action surge: you cannot surge two rounds in a row. at 17th level, this is removed. you can still only surge once per round. Others can be fixed if some problem arises. Now that everyone in on the same level(Rest wise), we can do more about pacing. Boss fight can be now designed that will use 99% of party resources and everyone in party will look like the just went through 10 rounds of UFC match. Last session we had one encounter only that we barely survived. 5 PCs and 2 NPCs for utility. we are 4th level and NPCs are 2nd level. Everyone except one PC was downed multiple times. We used 20+ healing potions during the fight and 8 Arcana potions(Restores 1st level spell slot), ended up with 0 spell slots and everyone downed or bloodied at the end. or there can be more encounters with no safe space for Long rest(patrols can always come withing few hours). Long rest can even be 12hrs long with 8hrs of sleeping, but that is also a moot point. only thing that matter is can you find a safe place to rest that is relatively comfortable. Now, about the Idea of battle rush die. I like it, but maybe we can link it to HDs. Just gain and spend HDs as Battle rush dice. Some can use it's own value and some your table value. but there is always a problem, what is an encounter? 1 orc? 12 orcs? bag of rats issue? slapping your party member across the face for 1 damage? this is why "when roll initiative" abilities need to all go away. as for bloodied, it should reset counter when you are healed to 100% HP or atleast 75% HP. maybe add near death threshold at 25% for extra dice or even when you are 1st time reduced to 0 and healed. [/QUOTE]
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