D&D 5E Have the designers lost interest in short rests?


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If I'm to be quite honest, I'd be more for updating classes, not only via short/long rests changes, but also introduce some of the newer elements that classes have been doing recently.

Like I'd be all for allowing players to use either Ability Score scaling or Proficiency Bonus scaling for abilities. I also would like to have the Monk get updated to do the Proficiency Bonus thing that the Way of the Ascendant Dragon UA does where you can use your PB first before having to utilize your Ki Points.
 

If I'm to be quite honest, I'd be more for updating classes, not only via short/long rests changes, but also introduce some of the newer elements that classes have been doing recently.

Like I'd be all for allowing players to use either Ability Score scaling or Proficiency Bonus scaling for abilities. I also would like to have the Monk get updated to do the Proficiency Bonus thing that the Way of the Ascendant Dragon UA does where you can use your PB first before having to utilize your Ki Points.
Abilties not scaling by ability modifier makes taking feats or increasing other stats more feasible. I had hoped that the artificer ability int/long rest +int bonus would have been reworked too. That makes +4 int 4 times as effective as +2 int instead of twice as effective.
 


Okay. How can it be "fixed" while ensuring that you're not just resurrecting the exact problem that E/D martial powers were meant to solve, namely, giving equal mechanical support for "highlight moments" as compared to non-martial classes?
One problem at a time. Nobody ever complained that an edition "didn't feel like D&D" on the grounds of fighters making basic weapon attacks.

Traditionally, fighters take the spotlight whenever magic does not. That can be against golems, which absolutely cannot be hurt by any spells whatsoever. It can be against goblins, who aren't worth wasting a spell slot on, but might inflict serious injury if you were forced to fight them with daggers and slings. It can be against the Big Bad, who is still alive after the spellcaster runs dry; or while escaping the dungeon, before the spellcaster gets a chance to recharge.

You don't need an on-demand "highlight" button to take the spotlight. It's enough to remain consistent, while everyone else goes through their highs and lows.
 

One problem at a time. Nobody ever complained that an edition "didn't feel like D&D" on the grounds of fighters making basic weapon attacks.

Traditionally, fighters take the spotlight whenever magic does not. That can be against golems, which absolutely cannot be hurt by any spells whatsoever. It can be against goblins, who aren't worth wasting a spell slot on, but might inflict serious injury if you were forced to fight them with daggers and slings. It can be against the Big Bad, who is still alive after the spellcaster runs dry; or while escaping the dungeon, before the spellcaster gets a chance to recharge.

You don't need an on-demand "highlight" button to take the spotlight. It's enough to remain consistent, while everyone else goes through their highs and lows.
BUT there DOES need to be an option which can rise to some really great peak and do something much more. The myths and legends of history are filled with those stories, not to mention fantasy literature.
 

BUT there DOES need to be an option which can rise to some really great peak and do something much more. The myths and legends of history are filled with those stories, not to mention fantasy literature.
Yes absolutely, butnot the options that have the best all day every day stable damage.
 

Yes absolutely, butnot the options that have the best all day every day stable damage.
Not saying there's something WRONG with those options, although there might need to be some adjustments if they got extra stuff, maybe. It really depends on what those options DID. I think they need to be 'strategic' in nature, and capable of making significant changes to the narrative, on the order of what powerful spells can do.

Of course, the way these things are described can contain many options, go look at the ones that @Garthanos has posted in the past in many 4e threads. Just something like "People will follow you and be inspired by you" (plus some kind of mechanics) would a nice option, though not enough for high levels. I like the idea of 'legendary actions' that let a fighter have a large impact on the world in the very top levels (say 17+). Now, that leaves a lot of room in the middle to work out, but as I say, Garthanos has provided a bunch of ideas.
 

BUT there DOES need to be an option which can rise to some really great peak and do something much more. The myths and legends of history are filled with those stories, not to mention fantasy literature.
If you want to impale three enemies by throwing one spear, then that's what epic levels are for.

If you really want normal adventurers to pick up mythical and legendary stunts, then there are ways to implement that without running into controversial "per encounter" meta-game structures. You can make it at-will but situational, like Cleave; or you can tie it into the die roll, if you're using abstract positioning.
 


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