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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="Blue" data-source="post: 7343949" data-attributes="member: 20564"><p>BTW, the resource recovery balance in 5e is my biggest gripe about an otherwise fine game. I greatly prefer how 13th Age does it. (If you've heard me give this spiel you can tune out now.)</p><p></p><p>13th Age is a d20 by lead designers of 3rd & 4e that came out before 5e but shares a lot of it's philosophy. But the one thing I love is that they divorce the in-game mechanism of resting from the resource recovery mechanic. At their basics, they have at-will, per-encounter, and ones that recover on a full-heal-up. But a full heal-up happens every four encounters, not attached to an in-game event.</p><p></p><p>A three week trip across the savanna with four encounters? Full heal-up at the end. A day adventuring with four encounters? The same. Two days of two encounters each? Full heal up after the second day. A dungeon delver with four encounters in the morning and four more in the afternoon? That's a recovery at lunch and another at night.</p><p></p><p>The DM can make it less if they are throwing harder encounters, and the party can always "force" a rest, but they take a campaign set-back in return. Perhaps the vampires turned a pair of the villagers they made off with, or the cult completed the first stage of their ritual and now have a minor demon guarding them. </p><p></p><p>It's such a sacred cow, but it works so much better. Adventures go at whatever pace makes sense, and the mechanics still balance out.</p><p></p><p>To yoink it for D&D, something like a short rest every other encounter and a long rest every six.</p></blockquote><p></p>
[QUOTE="Blue, post: 7343949, member: 20564"] BTW, the resource recovery balance in 5e is my biggest gripe about an otherwise fine game. I greatly prefer how 13th Age does it. (If you've heard me give this spiel you can tune out now.) 13th Age is a d20 by lead designers of 3rd & 4e that came out before 5e but shares a lot of it's philosophy. But the one thing I love is that they divorce the in-game mechanism of resting from the resource recovery mechanic. At their basics, they have at-will, per-encounter, and ones that recover on a full-heal-up. But a full heal-up happens every four encounters, not attached to an in-game event. A three week trip across the savanna with four encounters? Full heal-up at the end. A day adventuring with four encounters? The same. Two days of two encounters each? Full heal up after the second day. A dungeon delver with four encounters in the morning and four more in the afternoon? That's a recovery at lunch and another at night. The DM can make it less if they are throwing harder encounters, and the party can always "force" a rest, but they take a campaign set-back in return. Perhaps the vampires turned a pair of the villagers they made off with, or the cult completed the first stage of their ritual and now have a minor demon guarding them. It's such a sacred cow, but it works so much better. Adventures go at whatever pace makes sense, and the mechanics still balance out. To yoink it for D&D, something like a short rest every other encounter and a long rest every six. [/QUOTE]
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