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General Tabletop Discussion
*Dungeons & Dragons
Changing your Rest paradigm is the single biggest, yet smallest, change you can make
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<blockquote data-quote="jmartkdr2" data-source="post: 9082653" data-attributes="member: 7017304"><p>I have noticed in my time playing that it's only important to make players worried about more encounters between rests to get the desired result of not going nova every time. So long as I'm not certain we wont get into another fight before the next rest, I'll think twice before spending my last few spell slots. </p><p></p><p>IME warlocks are fine with minimal spell slot use, monks are more hampered by lack of interesting things to do anyways, and fighters already needed to leverage magic items and allies to stay relevant at high levels, so rest-variance-imbalance isn't even a main issue. I agree it exists and isn't good, but I've never seen it ruin a game, so to speak. </p><p></p><p>Yes, we've tried variation on this. No, it never made a big difference.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 9082653, member: 7017304"] I have noticed in my time playing that it's only important to make players worried about more encounters between rests to get the desired result of not going nova every time. So long as I'm not certain we wont get into another fight before the next rest, I'll think twice before spending my last few spell slots. IME warlocks are fine with minimal spell slot use, monks are more hampered by lack of interesting things to do anyways, and fighters already needed to leverage magic items and allies to stay relevant at high levels, so rest-variance-imbalance isn't even a main issue. I agree it exists and isn't good, but I've never seen it ruin a game, so to speak. Yes, we've tried variation on this. No, it never made a big difference. [/QUOTE]
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Changing your Rest paradigm is the single biggest, yet smallest, change you can make
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