Hawk Diesel
Adventurer
"Roll a bunch of HD to heal yourself, and recharge some features" is still doing something. About the same as "cast cure wounds on yourself." Definatly more active than just rolling a death save.
Most of the time it's still done between combats. With one used early, and the other held onto in case of emergency.
Very true. But maybe my table experience is different than most, but it is also very rare for any of my players to use their action for healing. But then, I also use an adapted version of Angry DM's Fighting Spirit to have some intermediate condition between up and fighting and unconscious and rolling death saves. I'm gonna experiment with it though and see how it works. I'll definitely keep people updated on how it goes.
Have you played much high level 5e? Yeah, battles go fast. And your average opponent has something called Legendary Resistance. That means as a spellcaster you spend a turn or two trying to burn those away before you bring out the Meteor Swarm, which may still be saved against or Counterspelled. Of course during that time the 20th level GWM fighter has had 16 opportunities to hit the BBG (4 attacks over two turns with an Action Surge each turn) for an average of 25hp an attack that connects, say 75% do, doing 300hp non-savable damage.
As for 'utility spells', well Concentration takes the wind out of those to a big degree. You can have ONE utility spell running in most situations and then burn spell slots with damaging spells, 1 per turn, that do typically less damage than the damage being doled out by the martial characters.
In practice I just don't see the spell casting uber-race outshining their mundane counterparts. Do they sometimes? Sure, some spells are just the thing to save the day, as they should be. But just as often the monk gets in a Quivering Palm or a paladin triggers a massive Smite or a frenzied barbarian is able to resist the mind-bending spell that has beguiled the rest of the party.
All fair and valid points. I have played high level D&D, though admittedly not much. But thank you for bringing up these examples. It is helping me consider whether I am still thinking that magic users are as powerful as I proposed.
At my table we long rest once every 2 or 3 sessions.
Are you saying that your table long rests more than once per session?
Yea, sometimes. Either similarly to what [MENTION=6788732]cbwjm[/MENTION], or being in games where long rests were just plain used more often than short rests (though that game had the house rule that short rests were 4 hours, so anytime you could short rest there was no reason not to just go for a full long rest).
That's the sort of thing that we hand wave. There is no real tension there.
So either we just declare that time passes and we're wherever we need to be or perhaps have a bit of description of what happened but not actually play it out.
If exploration is the thing then we do that but it would be a series of encounters and obstacles.
It's sort of the same with the skill system. If there is no consequence and/or it isn't interesting then there is no roll.
Do you mean you hand wave that single encounter between long rests in the travel periods? I'm not understanding. But I have experienced a number of sessions in my games where there is max one or two encounters between long rests. Obviously when I DM I can have control over the pacing and I do try to stretch out their resources to increase the challenge and tension. But it doesn't always work out that way. Especially when my players are clever and do everything they can to actively avoid encounters all together.
Right, we just go one step further and hand wave the encounter too.
If the result is already known and the party won't be hindered at all from it, then we don't play it out.
Your group may be different, but I would be dissatisfied by something like that as a player. But of the fun of encounters is seeing how the dice might impact the whole thing. Even if a party has full resources and the encounter won't deplete them, doesn't mean there is no challenge or risk inherent in the encounter. Not every encounter has to be part of a build-up to resource depletion. Some encounters should be easy, and others terribly difficult. Not only does that keep players on their toes, but it also makes it difficult for players to anticipate how an encounter might go.
I dislike tying rests to a set number of encounters as it just feels artificial. I don't like the thought of the players having 4 encounters in a day allowing which allows them to rest and regain spent powers only to have a week of travel where they might not get a 4th encounter until day 7 when they can finally regain powers with a rest. It just feels weird to me.
This is a difficulty with any role playing game. Managing the artificial mechanics balanced with simulating the action/experience balanced with driving the story forward. I'm not sure there is a good way to handle it that perfectly feels realistic while also being consistent and equitable across mechanics of various class power structures.