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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="jmartkdr2" data-source="post: 8506872" data-attributes="member: 7017304"><p>The thing is - I don't handle downtime the same way I handle the other two. In downtime, it doesn't matter if the warlock casts any spells or how many they can cast. Social scenes might be right next to other scenes: if a fight breaks out at the ball, the warlock can't take an hour to rest while everyone else (including the ncs) waits for her, so timing is an issue. Travel technically involves tracking, because theoretically the next encounter could happen before the next rest.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8506872, member: 7017304"] The thing is - I don't handle downtime the same way I handle the other two. In downtime, it doesn't matter if the warlock casts any spells or how many they can cast. Social scenes might be right next to other scenes: if a fight breaks out at the ball, the warlock can't take an hour to rest while everyone else (including the ncs) waits for her, so timing is an issue. Travel technically involves tracking, because theoretically the next encounter could happen before the next rest. [/QUOTE]
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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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