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General Tabletop Discussion
*Dungeons & Dragons
Have the designers lost interest in short rests?
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<blockquote data-quote="Don Durito" data-source="post: 8125093" data-attributes="member: 6687260"><p>I think you're exagerrating some of the issues, athough I agree they could have done a better job.</p><p></p><p>I think it can work to a degree. I wouldn't use it myself. But the trick to making this work is to make conserving those spell slots for healing a real concern. This means that the party will either rest earlier then they otherwise would to ensure they can cast healing spells, or they may actually not have the spells left for healing. Of course, if the pcs are regularly ending days without worrying about maintaining those slots and have a lot left over then it's just extra tedious bookkeeping.</p><p></p><p></p><p>[/spoiler]</p><p></p><p>The name is dreadful. But if it breaks the balance betweeen Short and Long rest classes you really shouldn't be using it. In fact the reason to use it is precisely to maintain that! To my mind two combats a day is about right for most games I run, and there wouldn't be combats every single day either. The week is somewhat arbritrary and would create as many problems as it solves, but the real issue is that it's no more flexible than the default.</p><p></p><p>It does interfere with some items and spells but it's hardly a big issue. Just change long durations spells so that they last indefinitely but it's not possible to regain the slot while the spell is still in effect. Magic items decide on a case by case basis.</p><p></p><p></p><p>Never saw the point of this - I guess it's meant to make some vague gesture toward realism or some such. Or maybe it's there to make a player feel their tool proficiency is useful or some such.</p><p></p><p></p><p>Yeah. This one's just garbage.</p><p></p><p></p><p>They're not great. They don't really address the main issues and they don't clearly express what they're intend to achieve - calling one of them "Gritty Realism" is basically obfuscatory - it actively seems to hide the fact that you're just changing the fictional pacing of the game behind the ludicrous idea that you're increasing realism.</p><p></p><p>But one of the big problems with 5E is that the designers are completely unable to communicate with DMs on any clear and effective level.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8125093, member: 6687260"] I think you're exagerrating some of the issues, athough I agree they could have done a better job. I think it can work to a degree. I wouldn't use it myself. But the trick to making this work is to make conserving those spell slots for healing a real concern. This means that the party will either rest earlier then they otherwise would to ensure they can cast healing spells, or they may actually not have the spells left for healing. Of course, if the pcs are regularly ending days without worrying about maintaining those slots and have a lot left over then it's just extra tedious bookkeeping. [/spoiler] The name is dreadful. But if it breaks the balance betweeen Short and Long rest classes you really shouldn't be using it. In fact the reason to use it is precisely to maintain that! To my mind two combats a day is about right for most games I run, and there wouldn't be combats every single day either. The week is somewhat arbritrary and would create as many problems as it solves, but the real issue is that it's no more flexible than the default. It does interfere with some items and spells but it's hardly a big issue. Just change long durations spells so that they last indefinitely but it's not possible to regain the slot while the spell is still in effect. Magic items decide on a case by case basis. Never saw the point of this - I guess it's meant to make some vague gesture toward realism or some such. Or maybe it's there to make a player feel their tool proficiency is useful or some such. Yeah. This one's just garbage. They're not great. They don't really address the main issues and they don't clearly express what they're intend to achieve - calling one of them "Gritty Realism" is basically obfuscatory - it actively seems to hide the fact that you're just changing the fictional pacing of the game behind the ludicrous idea that you're increasing realism. But one of the big problems with 5E is that the designers are completely unable to communicate with DMs on any clear and effective level. [/QUOTE]
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Have the designers lost interest in short rests?
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