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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.
Formally speaking, it's more than just that. It's that the Warlock can rest after doing literally anything, whenever they like. A Warlock that spends half or more of the day resting. The examples given were not of single-encounter days, but rather single-combat days where there's 5-7 other, non-combat encounters...and the Warlock rests after literally each and every one of them as well as after the one combat encounter.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.
But what would this look like in practice?OP was talking about having multiple encounters but only one fight theoretically helping short-rest classes.
The conversation drifted to one encounter a day, which weakens short-rest classes relative to long rest classes.
In my experience of actual practice, having more than one fight in a day often enough that players never assume they can blow all their spell slots right away is enough for this to be a minor issue. To the point where "the warlock seems underpowered" is just as likely to be because their invocations aren't useful in the encounters the dm is providing is likely to be a bigger factor than the number of short rests.
The coffeelock is different because they're stacking their spells, meaning even during an encounter, they'll never run out of slots. No matter how many times an average warlock rests, they'll always be confined to 2 spell slots in a fight.The so-called "Coffeelock" build, which leverages the Warlock's short-rest slots to squeeze out more Sorcery Points for Sorcerer shenanigans, is met with dramatic opposition by most DMs, to the point that it makes them want to ban multiclassing entirely.
I think a solution could be to let DM's know they shouldn't provide intentional nerfs to target classes that are already perceived as weak.And you would be right to say, "Well if people have a problem with games being run that way, why don't they do something?" There's just not a lot that can be done, because the only solution is to choose to become a DM yourself and run it differently...and that's an awful lot of responsibility to take on solely because you want more fairness in rulings toward one particular class.
I thought the defining feature of the coffeelock is that they skip long rests? Isn't the association with being caffeinated and sleep-deprived where the "coffee" part of the name comes from?The so-called "Coffeelock" build, which leverages the Warlock's short-rest slots to squeeze out more Sorcery Points for Sorcerer shenanigans, is met with dramatic opposition by most DMs, to the point that it makes them want to ban multiclassing entirely. It is, if anything, even more disliked than the "Hexblade dip," which is already heavily disliked for being "cheesy" etc.
But what would this look like in practice?
Because if the non-combat situation occurs and the warlock has the means to resolve it, why wouldn't the party spend an hour to let them get their slots back?
And I understand that there's time pressures, but are the pressures so sensitive that an hour is the difference? Every time? Isn't that narratively exhausting.
I think this is a bummer. What exactly do you want to manage? The "pacing"? What makes so many DMs so sure that their own "carefully planned" pacing is better than the pacing that simply results from the mix of players decisions, npc/monster reactions, and dice rolls results? The players can choose to stop or continue, the story and situation either allows it or not, sometimes they get it badly wrong and fail a quest. I refuse to set any pacing or a preset number of combat encounters, and I do not have any difficulty in managing the game, whatever the rests are made available by the ruleset I am using.
- make the game much more difficult for a DM to manage
carefully planned pacing uses exactly the thing which you suggest is outside of the DM's controlnpc/monster reactions
Because without some baseline to judge it all off of they're basically gambling with no idea of the odds. If taking X short rests increase the odds of failing a quest or otherwise prevent reaching the goal they have to be aware of that fact to make an informed decision. So you need some form of baseline for pacing to even see if the goal is achievable and to give value for those dice rolls and/or reactions from the NPCs/ game world.I think this is a bummer. What exactly do you want to manage? The "pacing"? What makes so many DMs so sure that their own "carefully planned" pacing is better than the pacing that simply results from the mix of players decisions, npc/monster reactions, and dice rolls results? The players can choose to stop or continue, the story and situation either allows it or not, sometimes they get it badly wrong and fail a quest. I refuse to set any pacing or a preset number of combat encounters, and I do not have any difficulty in managing the game, whatever the rests are made available by the ruleset I am using.
Why are you talking about sorlocks when my post was comparing a wizard to a warlock?if the warlock/sorlock still has slots to burn then the initial condition of "he has no slots" is not a problem that supports the problem for the character as was indicated.
In general it's not even the power equivalent of a level 3 slot fireball (even in tier 4).The powerful at will ability is relevant because that is what they use when they are in that condition & that at will ability scales to be the equivalent of a very high level spell.
*Only a single warlock subclass can even take fireball (or maybe it's 2 now with Genie.) So no, that's not something in general that a warlock can do.If the wizard uses all of his slots by trying to keep up with a warlock burning three 5th level fireballs every three rounds before convincing the group that they should refuse to take another step without taking another short rest that wizard is a long rest away from recovery.
The benefit of gaining higher spell levels is being able to cast higher leveled spells with those slots. Which is why looking at what the slot grants a fireball cast with it isn't nearly as important as looking at what other spell could be cast with that slot. For example, a level 5 wall of force is going to be much better than a level 5 fireball in many scenarios.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.