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Classes with resources feel like usage is too restrained
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<blockquote data-quote="Mercule" data-source="post: 6945633" data-attributes="member: 5100"><p>As others have said, short-rest based classes aren't supposed to just be on a shorter nova cycle. No class is really supposed to use their limited resources every round. Limited resources are tactically and strategically meaningful. Resource management has always been part of the D&D game, even though the specifics have changed over time.</p><p></p><p>Now, it <u>is</u> possible to throw off the balance between long and short rest resources, if your group isn't following the 2-s-2-s-2-l (do we have a fancy acronym for this, yet?) pattern. In that case, you have a few options: 1) meta-game so everyone is either all long or all short, 2) DM applies in-game pressure to normalize the pattern, 3) tweak the rules such that the balance fits your group.</p><p></p><p>Option #1 is really just a decision. If you want long rests and novas, then go with Wizards over Warlocks, Champions (who are more flat balanced) over Battle Masters, etc. If you want short rest balance, then go the other direction. Sometimes, there isn't a good option (no short rest Cleric). In these cases, suck it up and move on. Sorry, this helps with minor issues, but isn't a magic bullet. Of course, it probably fixes the majority of cases, too.</p><p></p><p>Option #2 is probably the "best" option, but may be the hardest. The balance assumptions are what they are. From a gamist perspective, play by the assumptions of the game and it will work better for you. From a narrative POV, why the heck don't the heroes always head back to camp by noon, anyway? The easiest way of doing this is for the DM to have enemies alerted to the characters' presence make use of those extra 8 hours. If the PCs are harrying the monsters other than the time period the monsters need for their own recuperation, there is less chance of midnight ambushes on the PCs. There's also less chance that the smart monsters will set up a ton of new traps to discourage the PCs.</p><p></p><p>Option #3 is recommended only for real tinkerers. If it's the idea of stating that you take a short rest that throws you, there's no huge reason why you <u>couldn't</u> go to the 4E model of short-rest resources being "encounter powers" and just reset them after every encounter. I don't think it's ideal, but it wouldn't crash the system. For urban, wilderness, or other non-standard time structures, use one of the variations for rests in the DMG to tweak the resource allocation.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6945633, member: 5100"] As others have said, short-rest based classes aren't supposed to just be on a shorter nova cycle. No class is really supposed to use their limited resources every round. Limited resources are tactically and strategically meaningful. Resource management has always been part of the D&D game, even though the specifics have changed over time. Now, it [U]is[/U] possible to throw off the balance between long and short rest resources, if your group isn't following the 2-s-2-s-2-l (do we have a fancy acronym for this, yet?) pattern. In that case, you have a few options: 1) meta-game so everyone is either all long or all short, 2) DM applies in-game pressure to normalize the pattern, 3) tweak the rules such that the balance fits your group. Option #1 is really just a decision. If you want long rests and novas, then go with Wizards over Warlocks, Champions (who are more flat balanced) over Battle Masters, etc. If you want short rest balance, then go the other direction. Sometimes, there isn't a good option (no short rest Cleric). In these cases, suck it up and move on. Sorry, this helps with minor issues, but isn't a magic bullet. Of course, it probably fixes the majority of cases, too. Option #2 is probably the "best" option, but may be the hardest. The balance assumptions are what they are. From a gamist perspective, play by the assumptions of the game and it will work better for you. From a narrative POV, why the heck don't the heroes always head back to camp by noon, anyway? The easiest way of doing this is for the DM to have enemies alerted to the characters' presence make use of those extra 8 hours. If the PCs are harrying the monsters other than the time period the monsters need for their own recuperation, there is less chance of midnight ambushes on the PCs. There's also less chance that the smart monsters will set up a ton of new traps to discourage the PCs. Option #3 is recommended only for real tinkerers. If it's the idea of stating that you take a short rest that throws you, there's no huge reason why you [U]couldn't[/U] go to the 4E model of short-rest resources being "encounter powers" and just reset them after every encounter. I don't think it's ideal, but it wouldn't crash the system. For urban, wilderness, or other non-standard time structures, use one of the variations for rests in the DMG to tweak the resource allocation. [/QUOTE]
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