FrogReaver
The most respectful and polite poster ever
I think many of us use the term encounter to refer to a combat encounter.The conversation drifted to one encounter a day, which weakens short-rest classes relative to long rest classes.
I think many of us use the term encounter to refer to a combat encounter.The conversation drifted to one encounter a day, which weakens short-rest classes relative to long rest classes.
The game.I think this is a bummer. What exactly do you want to manage?
Pacing is part of the game. It must be managed. Otherwise we could just give players an ability called recharged that takes 1 minute and grants the benefits of a long rest anytime. You know - if pacing didn't matter. Instead there's a reason long rests take 8 hours and can't be taken more than once every day. It's for pacing.The "pacing"?
We grant players some say over pacing. We grant properly played monsters some say over pacing. We grant dice rolls some say over pacing. And yet its the DM who places those monsters in that area, who calls for the die rolls, who makes the random encounter tables, who makes decisions about how to react to player decisions, etc.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?
IMO, either you or the players or some combination are setting pacing or the game grinds down to a boring restfest.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.
I asked why your comparison was between a warlock and a [quantum] wizard who "has just the right high-level spell" rather than a warlock and a sorlock has just the right high-level spell & has the warlock's big thing on top of the wide array of spell slots and highlighted the relevant abilities to show why the comparison should have been warlock/sorlock.Why are you talking about sorlocks when my post was comparing a wizard to a warlock?
I'm using it for any scene where resources are drained - ie casting fly to get over a chasm. Which still counts in these discussions.I think many of us use the term encounter to refer to a combat encounter.
I do not mean for anyone to force things into a technical pattern.
I am just stating, there are classes that shine a bit more than others when there is only one combat encounter per long rest. There are classes that shine a bit more than others when there are three or four combat encounters (w/ short rests) per long rest.
What a DM does, in most cases I have seen, is make the long rest/encounter number vary, mostly according to the context of the story.
They probably would if the dm doesn't have them on a tight clock. But how often do dm's put open chasms in the middle of the road for 10th level pcs?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?
Assuming they have an hour, yes.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.
"After the combat, your party decides to trek onward. You come across a large chasm with a destroyed rope bridge, making it impossible to pass using the bridge."
Why can't the warlock just say "Hmm. I have Fly. I don't have a slot now but if we take an hour, I can get us through and you can save your spell slots, Mrs. Bard."
If the princess needs rescuing, she needs it now. The lich could have been ten years ago, it doesn't matter if it's been more than two days. But rescuing the princess is probably not a single encounter that can be resolved with a single spell slot.I mean, in order for time pressures to be sensitive to the hour, the adventures themselves would have to be strung together in sequences of "Thanks for saving the princess, I know you just got done defeating the lich yesterday, but now we need you to stop an Archdevil's plans. Also, when that's done, you'll need to March through Acheron and fight an ancient dragon." It gets to become urgent matter after urgent matter and it becomes exhausting.
No there are ongoing design issues here. Especially when you get to long rest vs at-will like the Rogue or (almost) the Champion Fighter.Indeed you did not, but many people around here do.
And the reasonable thing is to consider that not everything can be balanced, that some situations will also more favorable to some classes, or some types of adversaries, etc. Ot to some players or type of players for that matter.
So it's absolutely pointless to ask the system to provide exact balance. 4e tried it and still failed, despite having a way more constrained system. This is why the DM is needed to make sure that players have equal opportunities to shine and participate, despite all the varying factors in circumstances, out of which the rest elements are only a very small fraction anyway.
At least the availability of it, after that, it's up to the players to see how they manage.
That's going to depend a lot on playstyle, in two different ways.The point here is that it's not safe to assume a warlock gains 2+ slots with every short rest. He may only be gaining a single slot. Which may mean that in reality a warlock player only gets 2-3 more slots out of 2 short rests instead of a whole 4 slots. (exact numbers change a little with level).
No there are ongoing design issues here.