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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="FrogReaver" data-source="post: 7345464" data-attributes="member: 6795602"><p>First off let's talk a bit more about the idea that it's incredibly difficult to play the game if spell slots aren't character information. A character doesn't have to know exactly how many spell slots are left or even that spell slots exist in order to have a general awareness of how much magical power he currently has left. It's that general awareness that is required. The player can translate his exact knowledge of how many spell slots are left into less specific character knowledge in order to easily play the game. Maybe an example would be better.</p><p></p><p>Assuming the scene and chapter recovery system I proposed earlier</p><p></p><p>The Wizard tells his companions that he is getting low on magic. They ask how many more spells he will be able to cast. He replies I don't know but not many. They ask how do you replenish your magic. He replies that magic returns to me in it's own time but rest tends to help that along. </p><p></p><p>Vague, playable and plenty of information for the characters in game to base decisions on. Players out of game can request more info on exactly how many spell slots are left, but in game it's not affecting character decisions.</p><p></p><p>Secondly, Artificial was the complaint about untying magic recovery from in game rests. The counter-point to that was that rest rules in D&D are already artificial because of their exactness and all at once recovery. Also, as I just detailed it's easy to detail a system in which magic can come back at it's own pace and then to allow the DM in the game to structure that pace and recovery around whatever timings would work for his campaign. Heck the whole idea where a character doesn't know exactly how many spell slots he has is probably not a requirement to get this structure to work and feel non-artificial, it's likely just a preference I have that this system enables.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7345464, member: 6795602"] First off let's talk a bit more about the idea that it's incredibly difficult to play the game if spell slots aren't character information. A character doesn't have to know exactly how many spell slots are left or even that spell slots exist in order to have a general awareness of how much magical power he currently has left. It's that general awareness that is required. The player can translate his exact knowledge of how many spell slots are left into less specific character knowledge in order to easily play the game. Maybe an example would be better. Assuming the scene and chapter recovery system I proposed earlier The Wizard tells his companions that he is getting low on magic. They ask how many more spells he will be able to cast. He replies I don't know but not many. They ask how do you replenish your magic. He replies that magic returns to me in it's own time but rest tends to help that along. Vague, playable and plenty of information for the characters in game to base decisions on. Players out of game can request more info on exactly how many spell slots are left, but in game it's not affecting character decisions. Secondly, Artificial was the complaint about untying magic recovery from in game rests. The counter-point to that was that rest rules in D&D are already artificial because of their exactness and all at once recovery. Also, as I just detailed it's easy to detail a system in which magic can come back at it's own pace and then to allow the DM in the game to structure that pace and recovery around whatever timings would work for his campaign. Heck the whole idea where a character doesn't know exactly how many spell slots he has is probably not a requirement to get this structure to work and feel non-artificial, it's likely just a preference I have that this system enables. [/QUOTE]
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Getting rid of the short rest: The answer to Linear Fighter vs Quadratic Wizard?
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