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*Dungeons & Dragons
Are Per Rest Resources a Hindrance?
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<blockquote data-quote="Ruin Explorer" data-source="post: 8646976" data-attributes="member: 18"><p>An awful lot of D&D stuff is fairly ludicrous if you think about it, but fundamentally I agree with what you're saying.</p><p></p><p>Yeah that's the issue I have. 5E is incredibly focused on a 6-8 encounter structure and management of those resources. Different classes have wildly easier or harder to manage resources, and worse, most classes change on how hard they are to manage as you level, become much harder or easier to manage (mostly easier but not always). Warlocks probably offer the best combination of flexibility and fairly steady/low resource management difficulty (Fighters/Rogues are, depending on subclass, mostly even easier but offer typically very little flexibility - 5E Rogues are perhaps the least flexible class in 5E in terms of ability to spend more/less resources on an encounter). This compounds with varying levels of player skill in managing them as you note. This is compounded further by the 1hr """"short"""" (ahem) rest and the fact that a lot of situations that make an 8hr rest "not okay" also make a 1hr rest "not okay". I mean, it's not Jack Bauer can really just spend an entire episode of 24 chilling on the couch, which is what a 1hr rest is (and people know it - admittedly especially my group who came up with that analogy). 5E should have defaulted it to 10 or 20 minutes. It's only less plausible and less immersive to make it so long.</p><p></p><p>The flexibility thing is kind of a poorly-discussed sub-issue that I think it worth noting. If a Rogue needs to "punch it" in an encounter, i.e. this encounter is obviously super-important, life or death, what can the Rogue do differently to normal? Basically nothing. Every encounter is essentially the same, because they can't expend more resources to do more. Even taking bigger risks with positioning etc. is generally NOT rewarded in 5E, only punished. Fighters are typically similar. There are a few subclasses which can "nova" - most notably Samurai, and it's very obvious how much better those work with both shorter work-days and more "clutch" encounters. The Fighter in my high-level group picked Samurai solely because it was closest to his concept, but as that group actually usually does short work-days, he's actually done really well in a way it's obvious he wouldn't have with say, Champion. Whereas the Rogue, who has nothing to expend, struggles to make as much of an impact as he did in 4E.</p><p></p><p></p><p>The fact that 4E annoyed so many people resource-management-wise tends to support this yes.</p><p></p><p>I think the real problem is 5E is a poor base for customizing usage of the 5/15-minute workday because it hard-assumes a situation verrrrrrrrrrrrrrrrrrrrrrry distant to that with 6-8 encounters/day as the base, when 5/15 assumes really 1 encounter/day. Earlier editions made no clear assumption, or a much lower number (I forget the exact one with 4E, but I want to say it was 2-4, feel free to correct me). If 5E was designed around 1-3 or 2-4 as the base, customization would be a lot easier.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8646976, member: 18"] An awful lot of D&D stuff is fairly ludicrous if you think about it, but fundamentally I agree with what you're saying. Yeah that's the issue I have. 5E is incredibly focused on a 6-8 encounter structure and management of those resources. Different classes have wildly easier or harder to manage resources, and worse, most classes change on how hard they are to manage as you level, become much harder or easier to manage (mostly easier but not always). Warlocks probably offer the best combination of flexibility and fairly steady/low resource management difficulty (Fighters/Rogues are, depending on subclass, mostly even easier but offer typically very little flexibility - 5E Rogues are perhaps the least flexible class in 5E in terms of ability to spend more/less resources on an encounter). This compounds with varying levels of player skill in managing them as you note. This is compounded further by the 1hr """"short"""" (ahem) rest and the fact that a lot of situations that make an 8hr rest "not okay" also make a 1hr rest "not okay". I mean, it's not Jack Bauer can really just spend an entire episode of 24 chilling on the couch, which is what a 1hr rest is (and people know it - admittedly especially my group who came up with that analogy). 5E should have defaulted it to 10 or 20 minutes. It's only less plausible and less immersive to make it so long. The flexibility thing is kind of a poorly-discussed sub-issue that I think it worth noting. If a Rogue needs to "punch it" in an encounter, i.e. this encounter is obviously super-important, life or death, what can the Rogue do differently to normal? Basically nothing. Every encounter is essentially the same, because they can't expend more resources to do more. Even taking bigger risks with positioning etc. is generally NOT rewarded in 5E, only punished. Fighters are typically similar. There are a few subclasses which can "nova" - most notably Samurai, and it's very obvious how much better those work with both shorter work-days and more "clutch" encounters. The Fighter in my high-level group picked Samurai solely because it was closest to his concept, but as that group actually usually does short work-days, he's actually done really well in a way it's obvious he wouldn't have with say, Champion. Whereas the Rogue, who has nothing to expend, struggles to make as much of an impact as he did in 4E. The fact that 4E annoyed so many people resource-management-wise tends to support this yes. I think the real problem is 5E is a poor base for customizing usage of the 5/15-minute workday because it hard-assumes a situation verrrrrrrrrrrrrrrrrrrrrrry distant to that with 6-8 encounters/day as the base, when 5/15 assumes really 1 encounter/day. Earlier editions made no clear assumption, or a much lower number (I forget the exact one with 4E, but I want to say it was 2-4, feel free to correct me). If 5E was designed around 1-3 or 2-4 as the base, customization would be a lot easier. [/QUOTE]
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Are Per Rest Resources a Hindrance?
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