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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="Lyxen" data-source="post: 8506149" data-attributes="member: 7032025"><p>Indeed you did not, but many people around here do.</p><p></p><p></p><p></p><p>And the reasonable thing is to consider that not everything can be balanced, that some situations will also more favorable to some classes, or some types of adversaries, etc. Ot to some players or type of players for that matter.</p><p></p><p>So it's absolutely pointless to ask the system to provide exact balance. 4e tried it and still failed, despite having a way more constrained system. This is why the DM is needed to make sure that players have equal opportunities to shine and participate, despite all the varying factors in circumstances, out of which the rest elements are only a very small fraction anyway.</p><p></p><p></p><p></p><p>At least the availability of it, after that, it's up to the players to see how they manage.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8506149, member: 7032025"] Indeed you did not, but many people around here do. And the reasonable thing is to consider that not everything can be balanced, that some situations will also more favorable to some classes, or some types of adversaries, etc. Ot to some players or type of players for that matter. So it's absolutely pointless to ask the system to provide exact balance. 4e tried it and still failed, despite having a way more constrained system. This is why the DM is needed to make sure that players have equal opportunities to shine and participate, despite all the varying factors in circumstances, out of which the rest elements are only a very small fraction anyway. At least the availability of it, after that, it's up to the players to see how they manage. [/QUOTE]
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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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