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Chris Perkins and Stan! - previous D&D edition thoughts
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<blockquote data-quote="EzekielRaiden" data-source="post: 9580168" data-attributes="member: 6790260"><p>Well, the point of the original complaint (made by another, not by you, of course) was pretty clearly the gamism of "Encounter" powers, being likened to "cooldowns" as unpleasantly gamist things.</p><p></p><p></p><p>Actually, most of them recharge on short rest. Rage (though 5.5e changed that) is one of the few that doesn't, and Arcane Recovery is <em>technically</em> once a day, but it's tied to <em>taking</em> a short rest...so it functionally makes some of your spell slots pseudo-short-rest recovery. Fighters' Second Wind and Action Surge are short rest; Bardic Inspiration becomes short rest after a few levels; Wild Shape refreshes with a short rest; Warlock spell slots are short rest; etc. I specifically picked out these things <em>because</em> they were short-rest based.</p><p></p><p></p><p>Oh, personally I don't think either of those pet peeves are irrational. Short rests are not the length they are because they make for better gameplay this way, nor is there anything especially simulationist about saying that (frex) ki points or Warlock spells require one hour to restore rather than five minutes.</p><p></p><p>Personally, I would have preferred that they went with a 15-minute short rest. That's long enough that it can be meaningfully <em>interrupted</em> in a lot more contexts than the 4e one could, which reinforces useful design space. But it's also short enough that you can meaningfully do it after most combats, unless you're on a real and very serious time crunch, which again sets aside useful design space. An hour-long "short" rest means taking more than two a day is practically equivalent to taking half of a full-on LONG rest! That's just ridiculous.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9580168, member: 6790260"] Well, the point of the original complaint (made by another, not by you, of course) was pretty clearly the gamism of "Encounter" powers, being likened to "cooldowns" as unpleasantly gamist things. Actually, most of them recharge on short rest. Rage (though 5.5e changed that) is one of the few that doesn't, and Arcane Recovery is [I]technically[/I] once a day, but it's tied to [I]taking[/I] a short rest...so it functionally makes some of your spell slots pseudo-short-rest recovery. Fighters' Second Wind and Action Surge are short rest; Bardic Inspiration becomes short rest after a few levels; Wild Shape refreshes with a short rest; Warlock spell slots are short rest; etc. I specifically picked out these things [I]because[/I] they were short-rest based. Oh, personally I don't think either of those pet peeves are irrational. Short rests are not the length they are because they make for better gameplay this way, nor is there anything especially simulationist about saying that (frex) ki points or Warlock spells require one hour to restore rather than five minutes. Personally, I would have preferred that they went with a 15-minute short rest. That's long enough that it can be meaningfully [I]interrupted[/I] in a lot more contexts than the 4e one could, which reinforces useful design space. But it's also short enough that you can meaningfully do it after most combats, unless you're on a real and very serious time crunch, which again sets aside useful design space. An hour-long "short" rest means taking more than two a day is practically equivalent to taking half of a full-on LONG rest! That's just ridiculous.[I][/I] [/QUOTE]
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