Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
All Long Rests of All Short Rests?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Xeviat" data-source="post: 7147315" data-attributes="member: 57494"><p>Hi everyone. I'm having difficulty with pacing my games and creating sufficient challenge for my players. Rarely do I hit the "adventuring day" target. In recent sessions, we had one day have to get called short because the Cleric ran out of spells and everyone else got knocked to zero in what was supposed to be the second to last encounter. In another day, the party handled what was supposed to be 3 or 4 encounters all at once in one giant melee.</p><p></p><p>For a while, I've been considering how to convert the non-Warlock spellcasters over to a short rest recovery system so every class would largely recover on a short rest. This thread isn't to discuss how to do that; this thread is to discuss the pros and cons of doing that vs option two.</p><p></p><p>Option two would be to convert all classes to long rest. Short rest recovery abilities would get their frequency increased by 3 times. The Warlock would get converted to spell slots and have their invocations reevaluated, or just get more slots and have to parse them. I strongly believe that the game will work better if everyone is running off the same recovery period.</p><p></p><p>I strongly prefer the idea of switching to short rests. I feel that it would avoid the 5 minute work day problem by severely limiting what could be done in a nova. But, it would also run the risk of making hard to deadly encounters (ones where you're likely to want to short rest after) formulaic; if you functionally have 1 spell slot of each level 1st through 5th, you'll find your most optimal choices to cycle through. This might be true of long rest spells, though; my current party's cleric is very pleased with spirit guardians and then cantrip+healing word and the occasional shield spell when I actually hit his 20 AC.</p><p></p><p>The big flaw I see in short rest recovery for all is that the act of having to ration out spell slots feels like D&D for some people. Also, short rest recovery healing in larger amounts than it is currently a available (life cleric, warlocks getting cure wounds, the healer feat) could reduce character's needs to actually long rest (but that could be discussed in a different thread).</p><p></p><p>Now, long rest recovery for all sounds like the simple solution to my problem. My concern is that it opens up the 5 minute work day problem wide and drags it to the forefront. I could counter this by explicitly telling the players that I'll veto when they can long rest or not, but I really don't like how that feels. I could make every adventure time sensitive, but that's dumb. I feel like switching back to long rests only would be abandoning 17 years of advancements in gaming.</p><p></p><p>What do you think? What are the pros and cons of all short rest or all long rest? Within all short rest, there would still be some long rest abilities, mind you, and within long rests healing surges would still be usable during a short rest. Also, this is a discussion for which option would be best, not whether or not any change is necessary.</p><p></p><p>Thanks for your thoughts. </p><p></p><p></p><p>Sent from my iPhone using Tapatalk</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7147315, member: 57494"] Hi everyone. I'm having difficulty with pacing my games and creating sufficient challenge for my players. Rarely do I hit the "adventuring day" target. In recent sessions, we had one day have to get called short because the Cleric ran out of spells and everyone else got knocked to zero in what was supposed to be the second to last encounter. In another day, the party handled what was supposed to be 3 or 4 encounters all at once in one giant melee. For a while, I've been considering how to convert the non-Warlock spellcasters over to a short rest recovery system so every class would largely recover on a short rest. This thread isn't to discuss how to do that; this thread is to discuss the pros and cons of doing that vs option two. Option two would be to convert all classes to long rest. Short rest recovery abilities would get their frequency increased by 3 times. The Warlock would get converted to spell slots and have their invocations reevaluated, or just get more slots and have to parse them. I strongly believe that the game will work better if everyone is running off the same recovery period. I strongly prefer the idea of switching to short rests. I feel that it would avoid the 5 minute work day problem by severely limiting what could be done in a nova. But, it would also run the risk of making hard to deadly encounters (ones where you're likely to want to short rest after) formulaic; if you functionally have 1 spell slot of each level 1st through 5th, you'll find your most optimal choices to cycle through. This might be true of long rest spells, though; my current party's cleric is very pleased with spirit guardians and then cantrip+healing word and the occasional shield spell when I actually hit his 20 AC. The big flaw I see in short rest recovery for all is that the act of having to ration out spell slots feels like D&D for some people. Also, short rest recovery healing in larger amounts than it is currently a available (life cleric, warlocks getting cure wounds, the healer feat) could reduce character's needs to actually long rest (but that could be discussed in a different thread). Now, long rest recovery for all sounds like the simple solution to my problem. My concern is that it opens up the 5 minute work day problem wide and drags it to the forefront. I could counter this by explicitly telling the players that I'll veto when they can long rest or not, but I really don't like how that feels. I could make every adventure time sensitive, but that's dumb. I feel like switching back to long rests only would be abandoning 17 years of advancements in gaming. What do you think? What are the pros and cons of all short rest or all long rest? Within all short rest, there would still be some long rest abilities, mind you, and within long rests healing surges would still be usable during a short rest. Also, this is a discussion for which option would be best, not whether or not any change is necessary. Thanks for your thoughts. Sent from my iPhone using Tapatalk [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
All Long Rests of All Short Rests?
Top