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Chris Perkins and James Wyatt Answer Burning Questions About the 2024 Dungeon Master's Guide
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9492854" data-attributes="member: 7023840"><p>The fundamental problem with the "adventuring day" and with pacing in 5e isn't one with the day or with pacing.</p><p></p><p>It's with the short rest / long rest issue. Yes, most things recharge on a long rest. So there's always going to be a need to take long rests. But for those classes that are short-rest dependent, it presents massive problems. </p><p></p><p>If you're doing "6-8" encounters per long rest, then you should expect 1-3 short rests <em>per long rest</em>.* The original DMG guidance was 2 shorts per long. If you end up having one or no short rests between long rests, the classes with short rest abilities get completely hosed. </p><p></p><p>It's an issue I have seen occur over and over again- classes like Warlock, Monk, and Fighter will suffer (as well as some subclasses, like the Moon Druid) because they don't have the rests needed to shine like the long rest classes. </p><p></p><p>That's the issue, and IMO is independent of the adventuring day. </p><p></p><p></p><p>*In other words, in some circumstances depending on the needs of the party and the events around you, you might get more ... 3, 4, or even 5 per long rest. In others, one or none. But it should balance out. But IME and IMO, the DM has to be very careful in allowing those short rests or it quickly becomes subsumed in long rests.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9492854, member: 7023840"] The fundamental problem with the "adventuring day" and with pacing in 5e isn't one with the day or with pacing. It's with the short rest / long rest issue. Yes, most things recharge on a long rest. So there's always going to be a need to take long rests. But for those classes that are short-rest dependent, it presents massive problems. If you're doing "6-8" encounters per long rest, then you should expect 1-3 short rests [I]per long rest[/I].* The original DMG guidance was 2 shorts per long. If you end up having one or no short rests between long rests, the classes with short rest abilities get completely hosed. It's an issue I have seen occur over and over again- classes like Warlock, Monk, and Fighter will suffer (as well as some subclasses, like the Moon Druid) because they don't have the rests needed to shine like the long rest classes. That's the issue, and IMO is independent of the adventuring day. *In other words, in some circumstances depending on the needs of the party and the events around you, you might get more ... 3, 4, or even 5 per long rest. In others, one or none. But it should balance out. But IME and IMO, the DM has to be very careful in allowing those short rests or it quickly becomes subsumed in long rests. [/QUOTE]
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Chris Perkins and James Wyatt Answer Burning Questions About the 2024 Dungeon Master's Guide
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