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General Tabletop Discussion
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Brainstorming 5 minute work day fixes
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<blockquote data-quote="FireLance" data-source="post: 8853285" data-attributes="member: 3424"><p>5E already has <u>one</u> daily resource that discourages the five-minute work day: hit points. The way it does so is as follows:</p><p></p><p>1. At the start of the adventuring day, the number of resources you have access to is less than your total daily resources. For example, after a long rest, a 14 Con fighter might have 36 hit points and four Hit Dice (effectively another 30 hit points on average).</p><p>2. You have to take a short rest to tap on your daily reserves of resources. In the case of hit points, they are replenished by spending Hit Dice after a short rest.</p><p>3. More importantly, taking a short rest leaves you no worse off than taking a long rest, so there is no benefit to taking a longer rest.</p><p></p><p>Suppose daily spell slots worked in a similar way - say, spellcasters only start the adventuring day with one spell slot per spell level, but also had a daily pool of spell levels or spell points which they could use to regain expended spell slots when they finish a short rest. Spellcasters would then have no incentive to take a long rest until they have exhausted their pool of reserves - which might take two or three short rests.</p><p></p><p>Similarly, maybe characters with Proficiency Bonus per long rest abilities would start the adventuring day with one use (two from 9th level) and regain expended uses to the daily limit after a short rest.</p><p></p><p>Of course, this would not go down well with players who like the nova potential of expending several high-level spell slots or powerful abilities in a single encounter. On the other hand, by limiting nova potential, it may also make CR more useful.</p></blockquote><p></p>
[QUOTE="FireLance, post: 8853285, member: 3424"] 5E already has [U]one[/U] daily resource that discourages the five-minute work day: hit points. The way it does so is as follows: 1. At the start of the adventuring day, the number of resources you have access to is less than your total daily resources. For example, after a long rest, a 14 Con fighter might have 36 hit points and four Hit Dice (effectively another 30 hit points on average). 2. You have to take a short rest to tap on your daily reserves of resources. In the case of hit points, they are replenished by spending Hit Dice after a short rest. 3. More importantly, taking a short rest leaves you no worse off than taking a long rest, so there is no benefit to taking a longer rest. Suppose daily spell slots worked in a similar way - say, spellcasters only start the adventuring day with one spell slot per spell level, but also had a daily pool of spell levels or spell points which they could use to regain expended spell slots when they finish a short rest. Spellcasters would then have no incentive to take a long rest until they have exhausted their pool of reserves - which might take two or three short rests. Similarly, maybe characters with Proficiency Bonus per long rest abilities would start the adventuring day with one use (two from 9th level) and regain expended uses to the daily limit after a short rest. Of course, this would not go down well with players who like the nova potential of expending several high-level spell slots or powerful abilities in a single encounter. On the other hand, by limiting nova potential, it may also make CR more useful. [/QUOTE]
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