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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="Asisreo" data-source="post: 8505993" data-attributes="member: 7019027"><p>But what would this look like in practice? </p><p></p><p>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? </p><p></p><p>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. </p><p></p><p>"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." </p><p></p><p>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." </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8505993, member: 7019027"] 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? 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." 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. [/QUOTE]
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Aren't Short Rest classes *better* in "story-based" games rather than dungeon crawls?
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