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<blockquote data-quote="WaywardWaffle" data-source="post: 6949030" data-attributes="member: 6802518"><p>Okay, so WAY WAY WAY more discussionthan I was anticipating.</p><p></p><p></p><p>Here are the solutions I've come upwith to the major problem in the OP.</p><p></p><p></p><p>First off, these solutions are based onthe knowledge that 5e IS balanced around the 6-8 encounter day, butis not hard set on it. The edition is made to be extremely fluid, andallows much more flexibility from the DM than prior editions. Withthat in mind let's see what I can come up with.</p><p></p><p></p><p>First off the rest mechanic, there wasa number of smaller arguments about the rest mechanic through thepages. Here is a rest variant:</p><p>“A short rest is a period oflow-activity time in relative security, the length of which isdetermined by particular circumstance, anywhere from 5 minutes to 8hours”</p><p>“A long rest is a period of extendeddown time in a safe, comfortable location over at least 8 hours,during which a character must be able to safely attend to their basicbiological needs (eating, drinking, writing a poem if they feel likeit, many races don't sleep but they must still be able to rest theireyes if they want to)” </p><p>ie. Remove random encounters becausethey aren't fun and are just dice rolling for the sake of it. </p><p>Examples: </p><p></p><ol> <li data-xf-list-type="ol">During overland travel through harsh terrain a DM may judge that long rests simply are not possible, that is, until the party stumbles across a lucky Inn at a crossroad.<br /> </li> <li data-xf-list-type="ol">Within a cave complex, the party wipes out a small group of goblins with deadly efficiency, the DM decides they can take a 5 minute breather to clear their heads.<br /> </li> <li data-xf-list-type="ol">Later in this save cave complex, the party has raised an alarm and manage to barricade themselves within an isolated room. The atmosphere is tense and the Pcs are exhausted, they decide to take a long rest to let things die down. The DM rules this to be 24 hours long, during which at least one party member must be completely alert.</li> </ol><p></p><ol> <li data-xf-list-type="ol"> </li> </ol><p>These leave the rest length, andoptional circumstances required up to the DM. They MUST keep in mindwhat may be coming, and how this can affect short rest or long restbased resource classes.</p><p></p><p></p><p>Not a perfect fix, but posting herewill let you guys look things over and give critiques.</p><p></p><p></p><p>Second, how can I fix the feeling of anarchtype not feeling very special? Or a class itself feeling at oddswith the rest of the party (say, a monk surrounded by full casterswho never need to short rest.)</p><p>The easiest, least chaotic solution Ifound through the thread was gifting the classes/archtypes 2 things.</p><p></p><ol> <li data-xf-list-type="ol">An at-will ability that reflects the flavour of the class. Using monk as my example:<br /> - Way of Shadow gets minor illusion at 3rd level, among other spells. These aren't super interesting though. An easy fix here is to swap Shadow Step and Shadow Arts (giving a small buff to arts if need be). They can teleport between shadows at will from 3rd level. <br /> - Way of the Open Hand gets a buff to flurry of blows at 3rd level, so still using ki to gain some kind of benefit. A solution to this one is a bit harder because the archtype focuses so much on basic attacks. But this is what I came up with: “Once per turn when you hit with a monk weapon, you may knock the target prone, slide them 5ft in any direction, or attempt a grapple as part of the attack action.” <br /> - Way of the Four Elements as people mentioned is the weakest of the 3. The addition to this one is fairly easy at least, just give them an at-will elemental spell. This can come in two suggested forms. First being Absorb Elements, the second being a custom cantrip that functions like Chromatic Orb, single target, #d6 damage of a type of your choice. Either way, the cost of the elemental features it can use is reduced to 1+Spell Level.<br /> </li> <li data-xf-list-type="ol">Second is a way to regenerate resources outside of a rest. <br /> - Again using the monk, a fairly good idea was suggested: Outside of a rest a Monk can meditate intensely for 5 minutes at a time, restoring 1 ki for every 5 minutes meditated. They also suggested 1hp/minute at higher levels but that's an aside buff.</li> </ol><p></p><p></p><p>These are all solutions exclusive tothe monk, the Fighter would require some more looking into things. </p><p></p><p></p><p>Finally, a BIG shake up to the systemthat would need a lot of looking at would be modifying the core gameto be built on an average of 3-4 more intense encounters per day,which varying lengths of short rests between 1 or 2 encounters. Thiswould encourage nova a lot and burning big spells on big effects, sothere'd be loads to work on for this.</p></blockquote><p></p>
[QUOTE="WaywardWaffle, post: 6949030, member: 6802518"] Okay, so WAY WAY WAY more discussionthan I was anticipating. Here are the solutions I've come upwith to the major problem in the OP. First off, these solutions are based onthe knowledge that 5e IS balanced around the 6-8 encounter day, butis not hard set on it. The edition is made to be extremely fluid, andallows much more flexibility from the DM than prior editions. Withthat in mind let's see what I can come up with. First off the rest mechanic, there wasa number of smaller arguments about the rest mechanic through thepages. Here is a rest variant: “A short rest is a period oflow-activity time in relative security, the length of which isdetermined by particular circumstance, anywhere from 5 minutes to 8hours” “A long rest is a period of extendeddown time in a safe, comfortable location over at least 8 hours,during which a character must be able to safely attend to their basicbiological needs (eating, drinking, writing a poem if they feel likeit, many races don't sleep but they must still be able to rest theireyes if they want to)” ie. Remove random encounters becausethey aren't fun and are just dice rolling for the sake of it. Examples: [LIST=1] [*]During overland travel through harsh terrain a DM may judge that long rests simply are not possible, that is, until the party stumbles across a lucky Inn at a crossroad. [*]Within a cave complex, the party wipes out a small group of goblins with deadly efficiency, the DM decides they can take a 5 minute breather to clear their heads. [*]Later in this save cave complex, the party has raised an alarm and manage to barricade themselves within an isolated room. The atmosphere is tense and the Pcs are exhausted, they decide to take a long rest to let things die down. The DM rules this to be 24 hours long, during which at least one party member must be completely alert. [/LIST] [LIST=1] [/LIST] These leave the rest length, andoptional circumstances required up to the DM. They MUST keep in mindwhat may be coming, and how this can affect short rest or long restbased resource classes. Not a perfect fix, but posting herewill let you guys look things over and give critiques. Second, how can I fix the feeling of anarchtype not feeling very special? Or a class itself feeling at oddswith the rest of the party (say, a monk surrounded by full casterswho never need to short rest.) The easiest, least chaotic solution Ifound through the thread was gifting the classes/archtypes 2 things. [LIST=1] [*]An at-will ability that reflects the flavour of the class. Using monk as my example: - Way of Shadow gets minor illusion at 3rd level, among other spells. These aren't super interesting though. An easy fix here is to swap Shadow Step and Shadow Arts (giving a small buff to arts if need be). They can teleport between shadows at will from 3rd level. - Way of the Open Hand gets a buff to flurry of blows at 3rd level, so still using ki to gain some kind of benefit. A solution to this one is a bit harder because the archtype focuses so much on basic attacks. But this is what I came up with: “Once per turn when you hit with a monk weapon, you may knock the target prone, slide them 5ft in any direction, or attempt a grapple as part of the attack action.” - Way of the Four Elements as people mentioned is the weakest of the 3. The addition to this one is fairly easy at least, just give them an at-will elemental spell. This can come in two suggested forms. First being Absorb Elements, the second being a custom cantrip that functions like Chromatic Orb, single target, #d6 damage of a type of your choice. Either way, the cost of the elemental features it can use is reduced to 1+Spell Level. [*]Second is a way to regenerate resources outside of a rest. - Again using the monk, a fairly good idea was suggested: Outside of a rest a Monk can meditate intensely for 5 minutes at a time, restoring 1 ki for every 5 minutes meditated. They also suggested 1hp/minute at higher levels but that's an aside buff. [/LIST] These are all solutions exclusive tothe monk, the Fighter would require some more looking into things. Finally, a BIG shake up to the systemthat would need a lot of looking at would be modifying the core gameto be built on an average of 3-4 more intense encounters per day,which varying lengths of short rests between 1 or 2 encounters. Thiswould encourage nova a lot and burning big spells on big effects, sothere'd be loads to work on for this. [/QUOTE]
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