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Have the designers lost interest in short rests?
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<blockquote data-quote="Don Durito" data-source="post: 8123420" data-attributes="member: 6687260"><p>Possibly. I think they may have also been originally reacting to the criticism of daily powers on Martial classes in 4E. However, it really does seem that no one seems to care anymore, since there's been very little criticism of the creeping increase in long rest powers in 5e.</p><p></p><p>Personally, I've found that if I make Short Rests 5 mins but maximum twice a day they're very easy to handle. Players control the pacing.</p><p></p><p>For a while I thought it would be better with a single rest schedule - but after solving the biggest issue, by doing what I described above I also realised short rests do serve a useful purpose.</p><p></p><p>In 4E, there was a sense in which combat could become repetitive. Everyone had the same encounter powers every combat and knew best how to use them, so they would typically start off with their best one and work down the list. Short rests mean that the fighter needs to hold back and scope out the combat before committing to an action surge - rather than opening with it, they need to decide if it's worth using in this particular combat. (In a sense 13th Age approaches the same issues with 4E by using the escalation die).</p><p></p><p>Long rests sort of have the same result, but by having everyone on different schedules you do reduce the pressure on the party to be constantly looking for ways to refresh their long rest resources - or at the other extreme, holding everything back for the big boss battle.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8123420, member: 6687260"] Possibly. I think they may have also been originally reacting to the criticism of daily powers on Martial classes in 4E. However, it really does seem that no one seems to care anymore, since there's been very little criticism of the creeping increase in long rest powers in 5e. Personally, I've found that if I make Short Rests 5 mins but maximum twice a day they're very easy to handle. Players control the pacing. For a while I thought it would be better with a single rest schedule - but after solving the biggest issue, by doing what I described above I also realised short rests do serve a useful purpose. In 4E, there was a sense in which combat could become repetitive. Everyone had the same encounter powers every combat and knew best how to use them, so they would typically start off with their best one and work down the list. Short rests mean that the fighter needs to hold back and scope out the combat before committing to an action surge - rather than opening with it, they need to decide if it's worth using in this particular combat. (In a sense 13th Age approaches the same issues with 4E by using the escalation die). Long rests sort of have the same result, but by having everyone on different schedules you do reduce the pressure on the party to be constantly looking for ways to refresh their long rest resources - or at the other extreme, holding everything back for the big boss battle. [/QUOTE]
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Have the designers lost interest in short rests?
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