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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5973233" data-attributes="member: 710"><p>That is _one_ of the problems. The other problem is that only _some_ of the members of that group actually benefit from this type of rest, in the sense that these members will have more imrpessive and more decisive abilties than the other members, making the others feel less required.</p><p></p><p>What is also bad is that the members with these significant resources also get the best ability to dictate or enable an extended rest. If it wasn't the Wizard but the Fighter that could cast Teleport, Leomund's Secure Shelter and Mind Blank, and the Wizard only got Fireball, Disintegrate and Charm Monster, than things may be different - than at least one side would know they are the true "enablers". But that's not the case - the Wizard has these spells, the Fighter got his "I Attack" routine that's only really needed when the Wizard has to be very conservative with his spells. And even if the player may be dissatisfied that he doesn't get to shine with his lowly melee or ranged attacks, it's not really in the character's interest to not rest - why risk your life if a wizard's spell could save it? Dead adventurers don't get to shine either.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5973233, member: 710"] That is _one_ of the problems. The other problem is that only _some_ of the members of that group actually benefit from this type of rest, in the sense that these members will have more imrpessive and more decisive abilties than the other members, making the others feel less required. What is also bad is that the members with these significant resources also get the best ability to dictate or enable an extended rest. If it wasn't the Wizard but the Fighter that could cast Teleport, Leomund's Secure Shelter and Mind Blank, and the Wizard only got Fireball, Disintegrate and Charm Monster, than things may be different - than at least one side would know they are the true "enablers". But that's not the case - the Wizard has these spells, the Fighter got his "I Attack" routine that's only really needed when the Wizard has to be very conservative with his spells. And even if the player may be dissatisfied that he doesn't get to shine with his lowly melee or ranged attacks, it's not really in the character's interest to not rest - why risk your life if a wizard's spell could save it? Dead adventurers don't get to shine either. [/QUOTE]
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