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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="tetrasodium" data-source="post: 8505920" data-attributes="member: 93670"><p>if the warlock/sorlock still has slots to burn then the initial condition of "<a href="https://www.enworld.org/threads/arent-short-rest-classes-better-in-story-based-games-rather-than-dungeon-crawls.685028/post-8505836" target="_blank">he has no slots</a>" is not a problem that supports the problem for the character as was indicated. 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. 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 <em>another</em> short rest that wizard is a long rest away from recovery. If a sorclock does similar they are recovering sorcery points each short rest and have repelling agonizing blast pegged to character level.</p><p></p><p></p><p>Most of my o5e campaigns run into the low to mid teens, <a href="https://www.dndbeyond.com/posts/177-spell-spotlight-fireball" target="_blank">bad design in spells</a> 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.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8505920, member: 93670"] if the warlock/sorlock still has slots to burn then the initial condition of "[URL='https://www.enworld.org/threads/arent-short-rest-classes-better-in-story-based-games-rather-than-dungeon-crawls.685028/post-8505836']he has no slots[/URL]" is not a problem that supports the problem for the character as was indicated. 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. 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 [I]another[/I] short rest that wizard is a long rest away from recovery. If a sorclock does similar they are recovering sorcery points each short rest and have repelling agonizing blast pegged to character level. Most of my o5e campaigns run into the low to mid teens, [URL='https://www.dndbeyond.com/posts/177-spell-spotlight-fireball']bad design in spells[/URL] 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. [/QUOTE]
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Aren't Short Rest classes *better* in "story-based" games rather than dungeon crawls?
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