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Class spell lists and pact magic are back!
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<blockquote data-quote="Mirrorrorrim" data-source="post: 9126114" data-attributes="member: 7040132"><p>"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.</p><p></p><p>But here's the thing. I' ve played the way you are describing. I've RAN the way you are describing. I have experience. More than once, the DM (including me) ran into issues where the changing expectations caused problems.</p><p></p><p>I run an immersive sandboxy game where the PCs interact with the greater world regularly. They craft things, have businesses, interact with NPCs via Sending spells, use Teleportation Circles, travel in other ways, and the pacing of the story changes based on the players' interests. They plan days or weeks ahead of time, and they manage their resources with expectations in mind. A player's spell slots are not limited to their immediate adventure needs. Two PCs try to keep multiple slots open for Sending spells every night if they can. Their exertions and injuries matter, day to day, and it needs to make sense why they can heal up overnight or why it takes a week.</p><p></p><p>I've been in the situation where I wanted the more immediate story pace to change, and I said "Now we are going to have a downtime where a long rest takes a week" and I've been asked, what about my character's other interests during downtime? Can I not recover my spells? Does it really take a week to heal? I have plans every day for my spells and abilities. As a DM, I've made the mistake of reacting to a change in the story by changing the pace of a long rest, and I got complaints saying "If I knew I wasn't going to recover my resources normally, I never would have used them in the first place." I'm not the only DM who miscalculates the foresight needed, and would make that mistake and cause frustration. </p><p></p><p>Tables should use whatever optional rules that works for them, but the game should be designed with a core understanding and an expectation. Tables should select the resting mechanics that work for their table, but understand that the base game has to be designed around ONE of those rests, and they may need to make other changes because of it. If an ability is designed to be the appropriate level of power that requires a 1-hour short rest to recover, it is a very different thing if that power resets every 5 minutes. For just one example, Warlocks become either broken or worthless if you change the short rest definition.</p></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 9126114, member: 7040132"] "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. But here's the thing. I' ve played the way you are describing. I've RAN the way you are describing. I have experience. More than once, the DM (including me) ran into issues where the changing expectations caused problems. I run an immersive sandboxy game where the PCs interact with the greater world regularly. They craft things, have businesses, interact with NPCs via Sending spells, use Teleportation Circles, travel in other ways, and the pacing of the story changes based on the players' interests. They plan days or weeks ahead of time, and they manage their resources with expectations in mind. A player's spell slots are not limited to their immediate adventure needs. Two PCs try to keep multiple slots open for Sending spells every night if they can. Their exertions and injuries matter, day to day, and it needs to make sense why they can heal up overnight or why it takes a week. I've been in the situation where I wanted the more immediate story pace to change, and I said "Now we are going to have a downtime where a long rest takes a week" and I've been asked, what about my character's other interests during downtime? Can I not recover my spells? Does it really take a week to heal? I have plans every day for my spells and abilities. As a DM, I've made the mistake of reacting to a change in the story by changing the pace of a long rest, and I got complaints saying "If I knew I wasn't going to recover my resources normally, I never would have used them in the first place." I'm not the only DM who miscalculates the foresight needed, and would make that mistake and cause frustration. Tables should use whatever optional rules that works for them, but the game should be designed with a core understanding and an expectation. Tables should select the resting mechanics that work for their table, but understand that the base game has to be designed around ONE of those rests, and they may need to make other changes because of it. If an ability is designed to be the appropriate level of power that requires a 1-hour short rest to recover, it is a very different thing if that power resets every 5 minutes. For just one example, Warlocks become either broken or worthless if you change the short rest definition. [/QUOTE]
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