Maxperson
Morkus from Orkus
Psh! Everyone knows that 42 is the answer.52 minutes is the only correct short rest length and I will not hear otherwise.![]()
Psh! Everyone knows that 42 is the answer.52 minutes is the only correct short rest length and I will not hear otherwise.![]()
How on earth is dissatisfied = satisfied going to help anyone understand? Dissatisfied = less than 50% or less, because if you are more than that, you are at least somewhat satisfied with how things turned out. And I love how "very dissatisfied" or "I hate it" = a 60% approval.Very Satisfied -> 80 - 90% satisfaction
Satisfied -> 70 to 80% Satisfaction
Dissatisfied -> 60 to 70% Satisfaction
Very Dissatisfied -> Under 60%
Does this help you understand it? Do you see how thousands upon thousands of results can be compiled into something that is more complex than having three possible answers? You keep demanding I explain it but then refuse to admit it can be anything other than broken.
He's right, though. 5e changed things up by creating the adventuring day. Sure 1e-3e had "long rests" refresh magic, but a single encounter could and did challenge the group because those editions were balanced differently than 5e."Sheer idiocy." Nice. D&D has always recharged magic daily, or on a long rest, in some way. Sure, it has evolved over time, and other recharge mechanics have existed in the past. But it has always been a part of D&D. You want something different. Make it different for your game.
I mean both are the issue.The issue isn't the length of the short rest, it's the number of short rests available for every long rest. Having the short rest be an hour strongly pushes the result to 2-4 short rests per adventuring day. If you have two short rests, that means the short rest classes can expend their power suite three times for each time the long rest class expends their suite. This seems roughly equivalent to me.
If a short rest was 5 minutes, you could easily have 12+ short rests during the day and negating the long rest classes. That's the reason why they were set to an hour each.
Do I have proof of this? A statement from a designer? No. But it seems obvious when analyze the rules. (I thought I did from an interview proximal to 5e's release, but I can't find that anymore.)
Yeah the idea that 60% approval is "very dissatisfied" absolutely bizarre. Clearly most people are satisfied at that point.How on earth is dissatisfied = satisfied going to help anyone understand? Dissatisfied = less than 50% or less, because if you are more than that, you are at least somewhat satisfied with how things turned out. And I love how "very dissatisfied" or "I hate it" = a 60% approval.
Of course, but there's also plenty of precedent for that NOT being the case.I'm just saying, even with all exceptions aside, there is precedent for getting tired, resting overnight, then being ready again.
So it can suffice for some people as the "gain their powers back mechanic", for a game system, and work just fine.
Yes, I was arguing for why going back to pact magic was a good move.I'm confused. Isn't there already a short rest caster? The Warlock gets his slots back on short rests.
People get long night's sleep still?Of course situations vary, but aren't we normally ready for a fresh day of work after a long (nights') sleep?
Long rest doesn't even need 8hrs of sleepPeople get long night's sleep still?
Our soul-crushing society kind of proves that people don't need 8 hours of rest to be functional enough to continue suffering.
Trust that I am not a fan of tradition for tradition's sake. I just like Long Rest recharges where I as a player get to choose how and when I spend my resources. If I want to alpha strike and be less powerful in the day, great. If I want to take my time and react with big stuff only when I feel the need, great.When the first defense of something is 'tradition', I find it safe to label that thing expendable.