bedir than
Full Moon Storyteller
How does the game not support gaining the benefits of resting at the end of a rest?Resting is only defined based on when it's completed. Which the game doesn't support because it is an action resolution system.
How does the game not support gaining the benefits of resting at the end of a rest?Resting is only defined based on when it's completed. Which the game doesn't support because it is an action resolution system.
Why does your at will option even matter in a single encounter day, especially if it isn't anywhere near comparable to a fireball which the wizard from level 7 on has enough slots to use 1 every turn in a single encounter day.if the warlock uses all his slots the question of what level they are is critical to the comparison because they also have (1d10+5+ [5 foot knockback])*2 3 or even 4 & that amounts to a pretty high level at will spell.
It's not just the slot he's trading. He's giving up his highest level spell, the slot, 2 sorcery points, possibly an additional metamagic known/ASI/subclass feature. All of which is a significant trade in a single encounter day where action economy is more important than at will options.When you factor in that the sorcerer who took two levels of warlock to gain a shortrest boost adding that same +5 to fireball or whatever also has that same 1d10+d+knockback*2 3 or 4 it raises the question of why the wizard is even in the comparison rather than the sorlock who traded one high level spell slot for pact magic an invisible familiar & agonizing repelling blast
Because it has no start until it ends. So things like inspiring leader or using HD which have a set parameters on use after rests are completed are in conflict with the natural flow of what rests are.How does the game not support gaining the benefits of resting at the end of a rest?
I get where you are coming from but I don't agree. Getting a reward after a duration of doing something is fairly common and in all other instances it's handled exactly like 5e does short rests. You list the activities that must be done for the duration and the reward for completing that task. The implication always being if you don't complete the task you don't get the prize.Because it has no start until it ends. So things like inspiring leader or using HD which have a set parameters on use after rests are completed are in conflict with the natural flow of what rests are.
Why does your at will option even matter in a single encounter day, especially if it isn't anywhere near comparable to a fireball which the wizard from level 7 on has enough slots to use 1 every turn in a single encounter day.
Most of my o5e campaigns run into the low to mid teens, bad design in spells when a handful of generally low level spells are "overtuned" to function as much higher level spells it doesn't really matter if a fireball is 6th level fireball that adds charisma to damage 1d8 less than a 7th level fireball that does not add an ability mod. The impact of gaining spell slots at a higher level is drastically minimized by a different design choice though, that choice is how the rate of spell slot acquisition slows at 7 9 &11 compounding each time across further levels to repress what should be a strength of long rest classes in a way that dramatically benefits short rest classes who don't really lose much as a result.It's not just the slot he's trading. He's giving up his highest level spell, the slot, 2 sorcery points, possibly an additional metamagic known/ASI/subclass feature. All of which is a significant trade in a single encounter day where action economy is more important than at will options.
That's true. But that's also The assumption. The one-combat day assumes that after the combat, another one won't occur until the next day.That assumes the warlock can just rest after every encounter, which is inconsistent across tables. In some games they absolutely can, in other games they cannot.
Fair but in most cases the decision to start the process usually has some active element(s). Most tables add a rest button for the lack of a better term to give players a reference point.I get where you are coming from but I don't agree. Getting a reward after a duration of doing something is fairly common and in all other instances it's handled exactly like 5e does short rests. You list the activities that must be done for the duration and the reward for completing that task. The implication always being if you don't complete the task you don't get the prize.
OP was talking about having multiple encounters but only one fight theoretically helping short-rest classes.That's true. But that's also The assumption. The one-combat day assumes that after the combat, another one won't occur until the next day.
Otherwise, that wizard/sorcerer/Paladin will have significantly less resources as well.
I do not mean for anyone to force things into a technical pattern.Not necessarily, it can also be a series of shorter fights, like in a chase, or the culmination of a siege, or whatever you have in your story. And these, with or without short rests, everything is possible, and trying to force things according to a technical pattern because it would be either advantageous or prescribed by rules is exactly why it was not done in 5e, it would be contrary to the openness of the system.