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Countering Rest Spells (Tiny Hut, Rope Trick, et al)
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<blockquote data-quote="Tony Vargas" data-source="post: 7880401" data-attributes="member: 996"><p>Heck, depending on a given table's issues, enabling short rests can help. Short rests don't just restore resources, like long rests, they're also the only way to expend a certain resource: HD.</p><p>Tapping HD means you can face more encounters so it's more likely you'll reach the magic day length at which the game is theoretically meant to balance.</p><p></p><p>Oh, sure, the game has to be so readily-breakable, in the first place, and the spell is part of the game.</p><p>So it's one of those "which came first, the sick chicken or the bird flu" imponderables.</p><p></p><p>But, if a single 2nd level spell (or more likely, 3rd level ritual) is all you need to change or ban to fix it, well, that's easier than redesigning all the classes & monsters to balance regardless of how much the party rests.</p><p></p><p> There's static & dynamic, and there's genre & realism, and there's game & narrative. A realistic narrative could include a static challenge: a golem guarding a magical vault left by a long-vanished race isn't going to change tactics, wander off, or get reinforcements. A challenging game scenario could be dynamic, becoming more difficult as you grind against it and timers roll over, spawning nor or more powerful enemies.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7880401, member: 996"] Heck, depending on a given table's issues, enabling short rests can help. Short rests don't just restore resources, like long rests, they're also the only way to expend a certain resource: HD. Tapping HD means you can face more encounters so it's more likely you'll reach the magic day length at which the game is theoretically meant to balance. Oh, sure, the game has to be so readily-breakable, in the first place, and the spell is part of the game. So it's one of those "which came first, the sick chicken or the bird flu" imponderables. But, if a single 2nd level spell (or more likely, 3rd level ritual) is all you need to change or ban to fix it, well, that's easier than redesigning all the classes & monsters to balance regardless of how much the party rests. There's static & dynamic, and there's genre & realism, and there's game & narrative. A realistic narrative could include a static challenge: a golem guarding a magical vault left by a long-vanished race isn't going to change tactics, wander off, or get reinforcements. A challenging game scenario could be dynamic, becoming more difficult as you grind against it and timers roll over, spawning nor or more powerful enemies. [/QUOTE]
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