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General Tabletop Discussion
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Aren't Short Rest classes *better* in "story-based" games rather than dungeon crawls?
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<blockquote data-quote="Mordhau" data-source="post: 8500157" data-attributes="member: 7032137"><p>Surely that's easy. The PCs don't do anything that sparks multiple combats. Their investigating in town, or their travelling through the wilderness, and you haven't done anything to alter the rest schedule.</p><p></p><p>Even in terms of utility, in theory if there is little combat the Warlock should be able to cast utility spells, but they know few spells, and they don't know if using spell slots out of combat is going to come back and bite them.</p><p></p><p>My feeling though is that this is not a problem with the Warlock. The Warlock class is actually fine, and the trade-offs in terms of spell slots between combat and utility are about right. It's the full casters that are the problem - they have far too many spell slots and ritual casting costs too little.</p></blockquote><p></p>
[QUOTE="Mordhau, post: 8500157, member: 7032137"] Surely that's easy. The PCs don't do anything that sparks multiple combats. Their investigating in town, or their travelling through the wilderness, and you haven't done anything to alter the rest schedule. Even in terms of utility, in theory if there is little combat the Warlock should be able to cast utility spells, but they know few spells, and they don't know if using spell slots out of combat is going to come back and bite them. My feeling though is that this is not a problem with the Warlock. The Warlock class is actually fine, and the trade-offs in terms of spell slots between combat and utility are about right. It's the full casters that are the problem - they have far too many spell slots and ritual casting costs too little. [/QUOTE]
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Aren't Short Rest classes *better* in "story-based" games rather than dungeon crawls?
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