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*Dungeons & Dragons
Aren't Short Rest classes *better* in "story-based" games rather than dungeon crawls?
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<blockquote data-quote="Asisreo" data-source="post: 8498845" data-attributes="member: 7019027"><p>So, I've been wondering why people believe that Warlocks and Monks are only strong in adventuring day scenarios with 2 short rests. They only get 2 short rests.</p><p></p><p>Compare that to a single-combat day. Or travel/downtime days with no combat.</p><p></p><p>You have 20+ potential short rests, which means a 5th-level warlock has a potential 40+ 3rd-level spells. This is partially balanced by the spell list, but there's still massive flexibility.</p><p></p><p>For example, a warlock can go to the thief NOC and cast Suggestion: return all stolen goods and run as far as you can. Short rest. Then they can cast Phantasmal Force on the bandit to convince them the town is empty. Short rest. Then they can cast Telekinesis to unbeach the ship. Short rest. Then they cast Detect Thoughts on the shifty man in robes. Short rest. This is one day, no slots lost.</p><p></p><p>Get it? This is far more utility than a wizard by simply turning all available spells 5th-level and lower as rituals with a 1-hour casting time. If your party has time for Find Familiar, they have time for the warlock to recharge.</p><p></p><p>Same for Monks. Shadow Monks can cast Pass Without Trace everywhere and makes stealthing easy with very little to no cost. 4-elemonks can cast Wall of Stone more times than a dedicated spellcaster and can create a massive earth castle faster than a druid. Even low levels, a monk with indefinite Ki can out jump a fighter of the same level.</p><p></p><p>If anything, a full adventuring day restricts these classes more than helps them.</p><p></p><p>And for the thought that it "stops the party," the warlock can simply meditate on the side while they're not moving. It's not like an adventure is constant movement 100% of the time. Even on travel days, there's still 8 extra hours of nothing that is neither a full rest nor travel.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8498845, member: 7019027"] So, I've been wondering why people believe that Warlocks and Monks are only strong in adventuring day scenarios with 2 short rests. They only get 2 short rests. Compare that to a single-combat day. Or travel/downtime days with no combat. You have 20+ potential short rests, which means a 5th-level warlock has a potential 40+ 3rd-level spells. This is partially balanced by the spell list, but there's still massive flexibility. For example, a warlock can go to the thief NOC and cast Suggestion: return all stolen goods and run as far as you can. Short rest. Then they can cast Phantasmal Force on the bandit to convince them the town is empty. Short rest. Then they can cast Telekinesis to unbeach the ship. Short rest. Then they cast Detect Thoughts on the shifty man in robes. Short rest. This is one day, no slots lost. Get it? This is far more utility than a wizard by simply turning all available spells 5th-level and lower as rituals with a 1-hour casting time. If your party has time for Find Familiar, they have time for the warlock to recharge. Same for Monks. Shadow Monks can cast Pass Without Trace everywhere and makes stealthing easy with very little to no cost. 4-elemonks can cast Wall of Stone more times than a dedicated spellcaster and can create a massive earth castle faster than a druid. Even low levels, a monk with indefinite Ki can out jump a fighter of the same level. If anything, a full adventuring day restricts these classes more than helps them. And for the thought that it "stops the party," the warlock can simply meditate on the side while they're not moving. It's not like an adventure is constant movement 100% of the time. Even on travel days, there's still 8 extra hours of nothing that is neither a full rest nor travel. [/QUOTE]
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Aren't Short Rest classes *better* in "story-based" games rather than dungeon crawls?
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