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Fixing short rest novaloops is important... using the moon druid
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 9207040" data-attributes="member: 31506"><p>I've ran 5E since it's beginning, and it was always the short rest classes who came up short, no pun intended, in our games prior to moving to a limited rest model just from how adventures flow. Daily classes utterly wreck the 1-2 random encounters per day you might face while traveling to a location, and there's no way I'm running 6-8 5E trash fights per day for the party to get to the fireworks factory.</p><p></p><p>I don't even know how your players are sitting on their butts for an hour in dangerous territory after every encounter, and it doesn't seem like that would be feasible in published 5E adventures (any more than just spamming long rests). In our games, getting in the expected 6-8 encounters was rare even in a dungeon environment (and when it did occur, simply un-fun as it's a lot of no stakes grind for the sake of attrition). We're clearly running differently paced adventures, but I believe you when you say it's an issue for your table. However it does seem to be a rarer issue, as I don't think I've ever seen anyone say <em>monks</em> are OP like you experience.</p><p></p><p></p><p>Short rest classes nova power level is also much lower than the long rest classes. They get to dump 1/3 of their expected daily resources in a fight. The daily class gets to dump 100% of theirs. Action economy is a factor, but with paladins smite nova, sorcerers dumping their sorc points on quickened/twinned everything, etc, the daily nova is a lot more fearsome from my experience. During stretches of non-combat intense adventure segments the daily vancian classes control the narrative a lot more as well through various schennanigans. Action surge really only has significant value when you're trying to kill someone, less when you're taking a week to rig an election or rebuild a fort and a caster can safely dump the vast majority of their leveled spells each day, rest and repeat.</p><p></p><p>And then there's poor rogues, who get to be C tier all day long lol.</p><p></p><p>5E is complete easy mode compared to previous editions, particularly if your players have any amount of tactics beyond "get em!". I've given up on WOTC balancing it enough to challenge them. A hard limit on a fixed number of rests per adventures or per level might seem artificial, but then again you're already limited to 1 long rest per day IIRC, so /shrug. I think this is more a table issue than a rules issue, but having discussions on rest pacing in the player's handbook might help with that. Basically let players know that rests are DM fiat as the baseline.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 9207040, member: 31506"] I've ran 5E since it's beginning, and it was always the short rest classes who came up short, no pun intended, in our games prior to moving to a limited rest model just from how adventures flow. Daily classes utterly wreck the 1-2 random encounters per day you might face while traveling to a location, and there's no way I'm running 6-8 5E trash fights per day for the party to get to the fireworks factory. I don't even know how your players are sitting on their butts for an hour in dangerous territory after every encounter, and it doesn't seem like that would be feasible in published 5E adventures (any more than just spamming long rests). In our games, getting in the expected 6-8 encounters was rare even in a dungeon environment (and when it did occur, simply un-fun as it's a lot of no stakes grind for the sake of attrition). We're clearly running differently paced adventures, but I believe you when you say it's an issue for your table. However it does seem to be a rarer issue, as I don't think I've ever seen anyone say [I]monks[/I] are OP like you experience. Short rest classes nova power level is also much lower than the long rest classes. They get to dump 1/3 of their expected daily resources in a fight. The daily class gets to dump 100% of theirs. Action economy is a factor, but with paladins smite nova, sorcerers dumping their sorc points on quickened/twinned everything, etc, the daily nova is a lot more fearsome from my experience. During stretches of non-combat intense adventure segments the daily vancian classes control the narrative a lot more as well through various schennanigans. Action surge really only has significant value when you're trying to kill someone, less when you're taking a week to rig an election or rebuild a fort and a caster can safely dump the vast majority of their leveled spells each day, rest and repeat. And then there's poor rogues, who get to be C tier all day long lol. 5E is complete easy mode compared to previous editions, particularly if your players have any amount of tactics beyond "get em!". I've given up on WOTC balancing it enough to challenge them. A hard limit on a fixed number of rests per adventures or per level might seem artificial, but then again you're already limited to 1 long rest per day IIRC, so /shrug. I think this is more a table issue than a rules issue, but having discussions on rest pacing in the player's handbook might help with that. Basically let players know that rests are DM fiat as the baseline. [/QUOTE]
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Fixing short rest novaloops is important... using the moon druid
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