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A mechanical solution to the problem with rests
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<blockquote data-quote="KarinsDad" data-source="post: 7184771" data-attributes="member: 2011"><p>Yeah, I don't see the difference (I must not yet understand his system).</p><p></p><p>First off, Rope Trick has not gotten used ever at our table, so I don't understand the abuse you talk of. Tiny Hut has been used maybe 3 or 4 times, but although one Wizard learned Rope Trick, it has never been used.</p><p></p><p>As for Teleport, do Wizards really use a 7th level slot, take a rest in town, get the 7th level slot back, and then use another Teleport to go back to the dungeon (at level 13 or higher)?</p><p></p><p>Ok, so the rest was safe. The Wizard is not only out his 7th level slot, but he is also out his Arcane Recovery and his chance to get back to the dungeon is not 100%. It seems like a high price to pay for a short rest when he could just cast Rope Trick or Tiny Hut instead.</p><p></p><p></p><p>On the subject of Rope Trick and Tiny Hut, a significant purpose of those spells is to hole up. By design of the game designers. So, if these are problem spells at ones table, just get rid of them instead of creating an entire new rest system.</p><p></p><p>Like I said, I must not understand this system. It seems to be a solution looking for a problem instead of the other way around.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 7184771, member: 2011"] Yeah, I don't see the difference (I must not yet understand his system). First off, Rope Trick has not gotten used ever at our table, so I don't understand the abuse you talk of. Tiny Hut has been used maybe 3 or 4 times, but although one Wizard learned Rope Trick, it has never been used. As for Teleport, do Wizards really use a 7th level slot, take a rest in town, get the 7th level slot back, and then use another Teleport to go back to the dungeon (at level 13 or higher)? Ok, so the rest was safe. The Wizard is not only out his 7th level slot, but he is also out his Arcane Recovery and his chance to get back to the dungeon is not 100%. It seems like a high price to pay for a short rest when he could just cast Rope Trick or Tiny Hut instead. On the subject of Rope Trick and Tiny Hut, a significant purpose of those spells is to hole up. By design of the game designers. So, if these are problem spells at ones table, just get rid of them instead of creating an entire new rest system. Like I said, I must not understand this system. It seems to be a solution looking for a problem instead of the other way around. [/QUOTE]
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