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General Tabletop Discussion
*Dungeons & Dragons
Does limited resources affect a battle?
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<blockquote data-quote="5ekyu" data-source="post: 7525960" data-attributes="member: 6919838"><p>I do think that the SR vs LR classes is a higher complexity than it appears choice because it is impactful very differently from one campaign to another. </p><p></p><p>I think I would have preferred a mechanic which a.lowed HD to be spent for more short rest recovery of class features and most of the features being long rest without that.</p><p></p><p>Example - let fighters spend HD during st to recover their second wind or action surge (at some varying cost perhaps). Lwt warlocks use them to recover their slots at a flat low value. Let wizards spend more HD to recover their slot (maybe 1 HD per dpell level) etc.</p><p></p><p>Anyway you get the point.</p><p></p><p>The key being you still allow for variable SR recoveries for classes, you still enable some classes to get more out of short rests BUT every class has a limit to it (HD) and a cost to it as well and **all** classes have a SR option. </p><p></p><p>I think that sort of approach serves to help mitigate the campaign differences impact.</p><p></p><p>Right now you could have a day of six short rests or none as common and there is nothing raining in the short rests gains **mechanically**.</p><p></p><p>But the I strongly prefer for *limits* that scale on some charscter trait instead of ones that font.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7525960, member: 6919838"] I do think that the SR vs LR classes is a higher complexity than it appears choice because it is impactful very differently from one campaign to another. I think I would have preferred a mechanic which a.lowed HD to be spent for more short rest recovery of class features and most of the features being long rest without that. Example - let fighters spend HD during st to recover their second wind or action surge (at some varying cost perhaps). Lwt warlocks use them to recover their slots at a flat low value. Let wizards spend more HD to recover their slot (maybe 1 HD per dpell level) etc. Anyway you get the point. The key being you still allow for variable SR recoveries for classes, you still enable some classes to get more out of short rests BUT every class has a limit to it (HD) and a cost to it as well and **all** classes have a SR option. I think that sort of approach serves to help mitigate the campaign differences impact. Right now you could have a day of six short rests or none as common and there is nothing raining in the short rests gains **mechanically**. But the I strongly prefer for *limits* that scale on some charscter trait instead of ones that font. [/QUOTE]
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