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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="Stoutstien" data-source="post: 8508038" data-attributes="member: 7020569"><p>Warlocks are not full casters in the sense that they don't match description that we've given to that group of player options. Sure they get access to up to 9th level spells but they go about it and it completely unique fashion which is why the comparison the wizards is always going to fall short. They're always the poster child in any discussion about short rest mechanics because of how they can take advantage of one hour rituals or rest casting but they're also so complicated in how they interact with their double subclass and invocation combinations you'll never get it a clear picture unless you were just looking at party that was solely made up of warlocks which is a very devastating thing to deal with as a DM.</p><p></p><p>If you like bane go for it but it's a hard sell for me for basically four different resources into a spell that only really shines if too many what ifs line up.</p><p></p><p>Back to the topic at hand I think the only real way to truly address the risk that forms between the two major types of research recovery is to get rid of most the short rest ones. At the same time I don't think they need to be shipped over the long rest. I think they should actually go the other direction. So instead of having a dump and rest style of recovery you could have small units of time that allow them to recover small units of resources. You can actually make these small units of time incompatible with short rest to prevent stacking them. Take months for example they have this nice pool of resources that allows them to do a lot of cool things but the only way to recover it is to fully top it off during a rest. What if instead of that they had a feature that allowed them to cover a certain amount of Ki if they spend that time meditating.</p></blockquote><p></p>
[QUOTE="Stoutstien, post: 8508038, member: 7020569"] Warlocks are not full casters in the sense that they don't match description that we've given to that group of player options. Sure they get access to up to 9th level spells but they go about it and it completely unique fashion which is why the comparison the wizards is always going to fall short. They're always the poster child in any discussion about short rest mechanics because of how they can take advantage of one hour rituals or rest casting but they're also so complicated in how they interact with their double subclass and invocation combinations you'll never get it a clear picture unless you were just looking at party that was solely made up of warlocks which is a very devastating thing to deal with as a DM. If you like bane go for it but it's a hard sell for me for basically four different resources into a spell that only really shines if too many what ifs line up. Back to the topic at hand I think the only real way to truly address the risk that forms between the two major types of research recovery is to get rid of most the short rest ones. At the same time I don't think they need to be shipped over the long rest. I think they should actually go the other direction. So instead of having a dump and rest style of recovery you could have small units of time that allow them to recover small units of resources. You can actually make these small units of time incompatible with short rest to prevent stacking them. Take months for example they have this nice pool of resources that allows them to do a lot of cool things but the only way to recover it is to fully top it off during a rest. What if instead of that they had a feature that allowed them to cover a certain amount of Ki if they spend that time meditating. [/QUOTE]
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Aren't Short Rest classes *better* in "story-based" games rather than dungeon crawls?
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