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General Tabletop Discussion
*Dungeons & Dragons
[5E] Longer long rests and spell durations
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<blockquote data-quote="tetrasodium" data-source="post: 7870241" data-attributes="member: 93670"><p>The DMG267 gritty realism 7 day long rest ruls IME do not work very well at all, but I can't recall things like food & 24hour spell durations ever even coming up. Lots of items recover charges each day at a particular time, changing to an 8hr short rest & a 7 day long rest means that they will typically recover a charge during a dhort rest & almost always fully recharge during a long rest leading to players regularly using them for <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/AlphaStrike" target="_blank">alpha/nova strike</a> uses rather than keeping them as a "break glass in case of emergency" trump card in their back pocket. The result of practically every evocation spell equipped recharging t $time magic item is terrible, go with "this has x charges & crumbles when you use them all". </p><p></p><p>The other big problem is finding a balance for how often to give rests. Short rest classes do ok, long rest classes are brutalized.</p><p></p><p>The only spell durations that are problematic are the rest related ones like rope trick (still good for ambushes) & tiny hut(too bad not sad for it) or Magnificent mansion (it is a <em>seventh</em> level spell, extend duration to a week & casting time to a few hours)</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 7870241, member: 93670"] The DMG267 gritty realism 7 day long rest ruls IME do not work very well at all, but I can't recall things like food & 24hour spell durations ever even coming up. Lots of items recover charges each day at a particular time, changing to an 8hr short rest & a 7 day long rest means that they will typically recover a charge during a dhort rest & almost always fully recharge during a long rest leading to players regularly using them for [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/AlphaStrike']alpha/nova strike[/URL] uses rather than keeping them as a "break glass in case of emergency" trump card in their back pocket. The result of practically every evocation spell equipped recharging t $time magic item is terrible, go with "this has x charges & crumbles when you use them all". The other big problem is finding a balance for how often to give rests. Short rest classes do ok, long rest classes are brutalized. The only spell durations that are problematic are the rest related ones like rope trick (still good for ambushes) & tiny hut(too bad not sad for it) or Magnificent mansion (it is a [I]seventh[/I] level spell, extend duration to a week & casting time to a few hours) [/QUOTE]
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[5E] Longer long rests and spell durations
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