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Convince me we're doing the Warlock wrong
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<blockquote data-quote="Flamestrike" data-source="post: 6595768" data-attributes="member: 6788736"><p>The DMG places the expected number of Short rests per day at 2-3. If your DM limits Short rests to 1-2 per day, then classes like the Monk, Warlock and Fighter lose out. Higher numbers of Short rests favor those classes.</p><p></p><p>Even with 2 short rests per day (plus the long rest in the morning) you get 6 spells per day (all cast at the highest level) from 2nd to 10th level. At 7th level you have 6 x 4th level spell slots per day, as opposed to a Wizard who only gains 1 x 4th level slot, 3 x 3rd level slots, 3 x 2nd level slots and 4 x 1st level slots (for a total of 11 slots).</p><p></p><p>11 slots of 1st to 4th level (and only 1 x 4th level slot) vs 6 slots, all cast at 4th level seems like a pretty fair exchange. Add on top of that invocations (a lot of at will abilitites) and the best cantrip in the game for DPR, a d8 hit dice, and the classes even out nicely.</p><p></p><p>At 11th level a Warlock get 9 spells per day (all cast at 5th level) plus a single 6th level spell from Mystic Arcanum, gaining an extra slot at 13th and 15th level (for a total of 9 5th level spells, and 1 6th, 7th and 8th level slot). </p><p></p><p>At 17th level (even with just 2 short rests per day) you have 12 x 5th level slots per day, plus 1 slot each of 6, 7, 8 and 9th level. By comparison a Wizard at the same level gains a total of 15 slots of 1st to 5th level (only 2 x 5th level slots per day), and one each of 6th level and up.</p><p></p><p>At the 2 short rests per day the classes balance perfectly with each other. More short rests favor the Warlock slightly, and less favor the Wizard.</p><p></p><p></p><p></p><p>Yeah this. </p><p></p><p>Another easy option is to simply allow an automatic short rest following every 2 encounters, or just do what I do and handwave them.</p><p></p><p>I personally dont play with the fixed 1 hour time limit for short rests. Resting is a meta consideration for the game (in relation to encounter balancing and resource management), and I use it as such. Short rests in my campaign are an arbitrarily small period of time (between 5 minutes and an hour) that the party takes a breather, binds wounds, checks the map, loots vanquised bodies, squares away post battle admin, refocusses and grabs a quick bite to eat or a swig of water. </p><p></p><p>For those of you with military experience, basically a quick re-org.</p><p></p><p>As a DM I allow two or three short rests (in between long rests) whenever PC resources are low and healing is needed (and it makes sense to take one). Sometimes I may allow more, sometimes I may allow less (to keep the PC's on their toes, and prevent abuse of the metagame). Occasionally I'll roll for a possible random encounter during them as well (to maintain tension).</p><p></p><p>If you dont allow 2-3 per day, you really mess with the balance of the game for Fighters, Warlocks and Monks, force your PC's to expend more resources via magical healing instead of expending HD, and screw with the CR ratings (rendering a TPK much more likely).</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6595768, member: 6788736"] The DMG places the expected number of Short rests per day at 2-3. If your DM limits Short rests to 1-2 per day, then classes like the Monk, Warlock and Fighter lose out. Higher numbers of Short rests favor those classes. Even with 2 short rests per day (plus the long rest in the morning) you get 6 spells per day (all cast at the highest level) from 2nd to 10th level. At 7th level you have 6 x 4th level spell slots per day, as opposed to a Wizard who only gains 1 x 4th level slot, 3 x 3rd level slots, 3 x 2nd level slots and 4 x 1st level slots (for a total of 11 slots). 11 slots of 1st to 4th level (and only 1 x 4th level slot) vs 6 slots, all cast at 4th level seems like a pretty fair exchange. Add on top of that invocations (a lot of at will abilitites) and the best cantrip in the game for DPR, a d8 hit dice, and the classes even out nicely. At 11th level a Warlock get 9 spells per day (all cast at 5th level) plus a single 6th level spell from Mystic Arcanum, gaining an extra slot at 13th and 15th level (for a total of 9 5th level spells, and 1 6th, 7th and 8th level slot). At 17th level (even with just 2 short rests per day) you have 12 x 5th level slots per day, plus 1 slot each of 6, 7, 8 and 9th level. By comparison a Wizard at the same level gains a total of 15 slots of 1st to 5th level (only 2 x 5th level slots per day), and one each of 6th level and up. At the 2 short rests per day the classes balance perfectly with each other. More short rests favor the Warlock slightly, and less favor the Wizard. Yeah this. Another easy option is to simply allow an automatic short rest following every 2 encounters, or just do what I do and handwave them. I personally dont play with the fixed 1 hour time limit for short rests. Resting is a meta consideration for the game (in relation to encounter balancing and resource management), and I use it as such. Short rests in my campaign are an arbitrarily small period of time (between 5 minutes and an hour) that the party takes a breather, binds wounds, checks the map, loots vanquised bodies, squares away post battle admin, refocusses and grabs a quick bite to eat or a swig of water. For those of you with military experience, basically a quick re-org. As a DM I allow two or three short rests (in between long rests) whenever PC resources are low and healing is needed (and it makes sense to take one). Sometimes I may allow more, sometimes I may allow less (to keep the PC's on their toes, and prevent abuse of the metagame). Occasionally I'll roll for a possible random encounter during them as well (to maintain tension). If you dont allow 2-3 per day, you really mess with the balance of the game for Fighters, Warlocks and Monks, force your PC's to expend more resources via magical healing instead of expending HD, and screw with the CR ratings (rendering a TPK much more likely). [/QUOTE]
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