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General Tabletop Discussion
*Dungeons & Dragons
Aren't Short Rest classes *better* in "story-based" games rather than dungeon crawls?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8498903" data-attributes="member: 6790260"><p>In my experience, few DMs would ever permit a Warlock to take short rests <em>that</em> quickly. And since short rests are a full hour by default, realistically you could only take like ~10 of them and still have time to actually <em>do</em> things. Like...yes, <em>in theory</em>, if you have a very permissive DM that lets you short rest literally whenever you want, and you can <em>reliably</em> predict that there will be only a single combat each day, and you have enough spells known that you can split them between utility spells and ones actually useful for combat, then you could pull this off.</p><p></p><p>But most groups don't have such a permissive DM, anywhere near that level of guarantee, or Warlocks with an excess of spells known. If you're high enough level to cast <em>telekinesis</em>, then that plus <em>suggestion, phantasmal force,</em> and <em>detect thoughts</em> is all by itself about 40% of all the spells you know. Plus, either that's the only 5th level spell you know, or you replaced one of the 6 other spells you know with it....and you had to be a GOO Warlock to even be able to learn <em>telekinesis</em> in the first place. (Remember, Warlocks don't <em>receive</em> their patron spells for free, they just have the <em>option</em> to take their patron spells).</p><p></p><p>So, yes, if you've heavily built for high utility that happens to be useful, on top of all the other assumptions above, sure.</p><p></p><p>I just don't think this applies to very many games. The vast majority of games, Warlocks won't have that reliability and/or won't be so heavily focused on utility effects, and <em>definitely</em> won't have DMs friendly to the idea of "cast one spell, immediately take a short rest." The amount of hand-wringing and name-calling over the "coffeelock" (Sorcerer/Warlock multiclass burning Warlock slots for sorcery points) is proof enough of that.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8498903, member: 6790260"] In my experience, few DMs would ever permit a Warlock to take short rests [I]that[/I] quickly. And since short rests are a full hour by default, realistically you could only take like ~10 of them and still have time to actually [I]do[/I] things. Like...yes, [I]in theory[/I], if you have a very permissive DM that lets you short rest literally whenever you want, and you can [I]reliably[/I] predict that there will be only a single combat each day, and you have enough spells known that you can split them between utility spells and ones actually useful for combat, then you could pull this off. But most groups don't have such a permissive DM, anywhere near that level of guarantee, or Warlocks with an excess of spells known. If you're high enough level to cast [I]telekinesis[/I], then that plus [I]suggestion, phantasmal force,[/I] and [I]detect thoughts[/I] is all by itself about 40% of all the spells you know. Plus, either that's the only 5th level spell you know, or you replaced one of the 6 other spells you know with it....and you had to be a GOO Warlock to even be able to learn [I]telekinesis[/I] in the first place. (Remember, Warlocks don't [I]receive[/I] their patron spells for free, they just have the [I]option[/I] to take their patron spells). So, yes, if you've heavily built for high utility that happens to be useful, on top of all the other assumptions above, sure. I just don't think this applies to very many games. The vast majority of games, Warlocks won't have that reliability and/or won't be so heavily focused on utility effects, and [I]definitely[/I] won't have DMs friendly to the idea of "cast one spell, immediately take a short rest." The amount of hand-wringing and name-calling over the "coffeelock" (Sorcerer/Warlock multiclass burning Warlock slots for sorcery points) is proof enough of that. [/QUOTE]
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Aren't Short Rest classes *better* in "story-based" games rather than dungeon crawls?
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