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CHALLENGE: Change one thing about 5e
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<blockquote data-quote="Blue" data-source="post: 6950308" data-attributes="member: 20564"><p><strong>Resource management</strong></p><p></p><p>Issue: at-will/short-rest/long-rest abilities force an artificial structure to every adventuring day in order to keep the balance between classes.</p><p></p><p>Solution: Divorce resource recharge from player-controllable actions (letting time pass, taking rest, etc.). </p><p></p><p>Solution option A: Perhaps a current short-rest ability comes back every other combat encounter. Or is prorated for things that can be broken up like Ki so you get back level/2 Ki every encounter. Long-rest resources can also come back after 7 encounters, again possibly pro-rated.</p><p></p><p>Solution option B: Tie resource recharge to minor and major milestones. Perhaps when crossing a desert short rest resources will return at each oasis, and long-rest at the end of the trip. This would allow the whole 3-week journey which only has five encounters spread across the weeks not to heavily favor the long-rest people.</p><p></p><p>This has the extra benefits of allowing clever play that avoids encounters (or keeps them non-combat) to preserve resources for future encounters, combating the murder-hobo encouragement in the rules.</p><p></p><p>Known issue: I focus on combat because the majority of expendable resources will be used there. But it's perfectly possible to use a lot of utility spells and other limited resources in non-combat activities. I don't want to discourage those, but by the same measure the single caster who burns spells to fly several up a cliff, while others either benefit from the spells or use non-expended abilities like Athletics to climb, should those who were ferried up be closer to regaining their resources? Should the one who cast all the fly spells not be?</p></blockquote><p></p>
[QUOTE="Blue, post: 6950308, member: 20564"] [b]Resource management[/b] Issue: at-will/short-rest/long-rest abilities force an artificial structure to every adventuring day in order to keep the balance between classes. Solution: Divorce resource recharge from player-controllable actions (letting time pass, taking rest, etc.). Solution option A: Perhaps a current short-rest ability comes back every other combat encounter. Or is prorated for things that can be broken up like Ki so you get back level/2 Ki every encounter. Long-rest resources can also come back after 7 encounters, again possibly pro-rated. Solution option B: Tie resource recharge to minor and major milestones. Perhaps when crossing a desert short rest resources will return at each oasis, and long-rest at the end of the trip. This would allow the whole 3-week journey which only has five encounters spread across the weeks not to heavily favor the long-rest people. This has the extra benefits of allowing clever play that avoids encounters (or keeps them non-combat) to preserve resources for future encounters, combating the murder-hobo encouragement in the rules. Known issue: I focus on combat because the majority of expendable resources will be used there. But it's perfectly possible to use a lot of utility spells and other limited resources in non-combat activities. I don't want to discourage those, but by the same measure the single caster who burns spells to fly several up a cliff, while others either benefit from the spells or use non-expended abilities like Athletics to climb, should those who were ferried up be closer to regaining their resources? Should the one who cast all the fly spells not be? [/QUOTE]
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