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General Tabletop Discussion
*Dungeons & Dragons
Are Per Rest Resources a Hindrance?
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<blockquote data-quote="JThursby" data-source="post: 8646746" data-attributes="member: 7025596"><p>There's a certain pattern I notice some of my players get into frequently that makes me worry about them getting bored and disengaging from the game. It goes something like this:</p><p>Me: "It's your turn"</p><p>Player: "I walk up and attack"</p><p>Me: "Do you have any bonus actions or resources to spend?"</p><p>Player: "Yes but I don't want to spend them, I might need them later"</p><p>Repeat for 10 turns, for several combats, and then a long rest happens.</p><p></p><p>This doesn't happen with every group, but for those that do this it makes combat feel uninteresting and downright anemic. It is annoyingly repetitive and it doesn't use anything on the character's sheet that comes from their class. Character identity is muddled when you don't even bother with most of your features. I understand that character resources are limited by rests for balance reasons, but I have to wonder if it's really worth it when I see it disincentivize using those features at all in the first place. I think it's long been established that the rest frequency rules from the DMG are broken and have no relevance to actual play, so it shouldn't be too much of a stretch to simply ease or remove some of the limitations around class resources.</p><p></p><p>A messy hypothetical implementation:</p><p>-Spell slots still return after a Long Rest, Pact Spell slots still return after Short Rests</p><p>-Non-spell slot Long Rest resources return after a Short Rest now</p><p>-Short rest resources relevant to combat return at the end of combat</p><p>-Short rest resources not relevant to combat remain as they are</p><p>-Enemies receive some kind of universal buff, like bonus damage on hit, to even the playing field and force more liberal use of abilities.</p><p></p><p>I haven't gone through all the (probably many) features that this would be broken on and carved out exceptions for them, but in general I would like less reasons for my players to <em>not</em> use their features. If the iconic move of a Barbarian is to rage, why limit their rages to such an extent? Why should a Fighter be so miserly with their Superiority Dice, or a Bard with their Bardic Inspiration Dice? This would also help non-caster martials regain some parity with their caster peers; a Paladin doesn't look so overwhelmingly superior to a Monk anymore when the Monk gets their level in Stunning Strike attempts each combat. And since spells have an absurd ability to dictate the terms of an engagement, plus their unparalleled utility, that keeping them as the one true Long Rest resource makes sense. If any classes should be playing a resource management mini-game it should be the full casters with their large array of "I win" buttons.</p></blockquote><p></p>
[QUOTE="JThursby, post: 8646746, member: 7025596"] There's a certain pattern I notice some of my players get into frequently that makes me worry about them getting bored and disengaging from the game. It goes something like this: Me: "It's your turn" Player: "I walk up and attack" Me: "Do you have any bonus actions or resources to spend?" Player: "Yes but I don't want to spend them, I might need them later" Repeat for 10 turns, for several combats, and then a long rest happens. This doesn't happen with every group, but for those that do this it makes combat feel uninteresting and downright anemic. It is annoyingly repetitive and it doesn't use anything on the character's sheet that comes from their class. Character identity is muddled when you don't even bother with most of your features. I understand that character resources are limited by rests for balance reasons, but I have to wonder if it's really worth it when I see it disincentivize using those features at all in the first place. I think it's long been established that the rest frequency rules from the DMG are broken and have no relevance to actual play, so it shouldn't be too much of a stretch to simply ease or remove some of the limitations around class resources. A messy hypothetical implementation: -Spell slots still return after a Long Rest, Pact Spell slots still return after Short Rests -Non-spell slot Long Rest resources return after a Short Rest now -Short rest resources relevant to combat return at the end of combat -Short rest resources not relevant to combat remain as they are -Enemies receive some kind of universal buff, like bonus damage on hit, to even the playing field and force more liberal use of abilities. I haven't gone through all the (probably many) features that this would be broken on and carved out exceptions for them, but in general I would like less reasons for my players to [I]not[/I] use their features. If the iconic move of a Barbarian is to rage, why limit their rages to such an extent? Why should a Fighter be so miserly with their Superiority Dice, or a Bard with their Bardic Inspiration Dice? This would also help non-caster martials regain some parity with their caster peers; a Paladin doesn't look so overwhelmingly superior to a Monk anymore when the Monk gets their level in Stunning Strike attempts each combat. And since spells have an absurd ability to dictate the terms of an engagement, plus their unparalleled utility, that keeping them as the one true Long Rest resource makes sense. If any classes should be playing a resource management mini-game it should be the full casters with their large array of "I win" buttons. [/QUOTE]
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