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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="Hawk Diesel" data-source="post: 7344173" data-attributes="member: 59848"><p>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.</p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p>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).</p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7344173, member: 59848"] 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. 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. 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). 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. 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. 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. [/QUOTE]
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Getting rid of the short rest: The answer to Linear Fighter vs Quadratic Wizard?
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