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Getting rid of the short rest: The answer to Linear Fighter vs Quadratic Wizard?
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<blockquote data-quote="Gadget" data-source="post: 7342307" data-attributes="member: 23716"><p>Well, I'm not sure exactly how the OP's game goes, if it is a 5-minute workday, or just one or two encounters per "day" and short rests are irrelevant. I'm not sure how people are thinking a short rest is 4-hours (unless that is a house rule for that campaign). Here are some problems I see:</p><p></p><p>1) The whole 'per Encounter' mechanic may dredge up bad feelings from the Edition Wars for many cause much lamentation. Either you like it or you don't, but it seems people have strong opinions about it.</p><p>2) Going through and rebalancing all the short rest abilities seems kind of fraught with potential problems and a lot of work.</p><p></p><p>Here are a couple of solutions that I have heard in various forms:</p><p></p><p>A) Make a short rests 1 minute (or 5 minutes - shades of 4e), with all the current benefits; <strong>but</strong> you have a hard limit of only two per long rest. That way you have more opportunity for the short rest classes to always get their recharges, as each individual can choose when to take them, you don't all have to take them at the same time. You also don't get to take them ad nauseam throughout the day, just two. The downside is that if you take them at the earliest opportunities and you happen to have a high number of encounters day, you may be at a disadvantage. This may also promote the 5 minute work day, of having the short rest classes take their two short rests, then asking for a long rest after the third encounter, with the long rest classes all for it (maybe that's a 15 minute work day, it might take more than 3 encounters a day to balance short rest vs long rest). </p><p></p><p>B) Change the long rest/short rest times. If you seem to always have 1, 2 or 3 encounter days, make a long rest more of a 'take it easy in town for two or three days' kind of affair, and a short rest 'roughing it camping overnight'. You can still have one or two encounter days, but now these 'days' are really short rest delimited, rather than long rest defined. If you are having 1 or 2 super hard encounters a day, this may not be ideal, but it is something to play with.</p></blockquote><p></p>
[QUOTE="Gadget, post: 7342307, member: 23716"] Well, I'm not sure exactly how the OP's game goes, if it is a 5-minute workday, or just one or two encounters per "day" and short rests are irrelevant. I'm not sure how people are thinking a short rest is 4-hours (unless that is a house rule for that campaign). Here are some problems I see: 1) The whole 'per Encounter' mechanic may dredge up bad feelings from the Edition Wars for many cause much lamentation. Either you like it or you don't, but it seems people have strong opinions about it. 2) Going through and rebalancing all the short rest abilities seems kind of fraught with potential problems and a lot of work. Here are a couple of solutions that I have heard in various forms: A) Make a short rests 1 minute (or 5 minutes - shades of 4e), with all the current benefits; [B]but[/B] you have a hard limit of only two per long rest. That way you have more opportunity for the short rest classes to always get their recharges, as each individual can choose when to take them, you don't all have to take them at the same time. You also don't get to take them ad nauseam throughout the day, just two. The downside is that if you take them at the earliest opportunities and you happen to have a high number of encounters day, you may be at a disadvantage. This may also promote the 5 minute work day, of having the short rest classes take their two short rests, then asking for a long rest after the third encounter, with the long rest classes all for it (maybe that's a 15 minute work day, it might take more than 3 encounters a day to balance short rest vs long rest). B) Change the long rest/short rest times. If you seem to always have 1, 2 or 3 encounter days, make a long rest more of a 'take it easy in town for two or three days' kind of affair, and a short rest 'roughing it camping overnight'. You can still have one or two encounter days, but now these 'days' are really short rest delimited, rather than long rest defined. If you are having 1 or 2 super hard encounters a day, this may not be ideal, but it is something to play with. [/QUOTE]
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