Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Have the designers lost interest in short rests?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="tetrasodium" data-source="post: 8125490" data-attributes="member: 93670"><p>That's an over simplification but you brought up two good relevant points in a bad way. Inter-player balance is one of the most important things that the designers ignored when making short rest classes & giving them powerful tools to go with the same stuff long rest classes have as now Alice with a short rest class like warlock is mechanically encouraged to end every fight with "lets take a short rest" so she can nova next fight while bob the long rest class is tired of playing second fiddle so far behind Alice that he's wondering why he even bothers is encouraged to fight her for no other reason than wanting to stop playing third fiddle. Meanwhile Chuck the GM is forced to transparently place some form of invisible wall throughout the campaign to balance those two mechanical needs above plot story world cohesion & just about everything else.</p><p></p><p>Teleport comes up an awful lot & people still pretend that it's the kind of game changer it was in 3.5 when it meant you could teleport the group to a safe spot where you could safely take advantage of npc healers for long term care recovery & other things but</p><p>[spoiler="these two things are not even on the same planet"]</p><p>3.5</p><p>[ATTACH=full]128437[/ATTACH]</p><p>[ATTACH=full]128439[/ATTACH]</p><p>5</p><p>e</p><p></p><p>[ATTACH=full]128438[/ATTACH]</p><p>[ATTACH=full]128441[/ATTACH]</p><p>[/spoiler]</p><p></p><p>and yet 5e from the start has very much been designed as if <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/LinearWarriorsQuadraticWizards" target="_blank">linear fighter quadratic wizard</a> is still a thing to the point where it needs to be guarded against everywhere they can shoehorn in a safeguard despite the fact that with feats & magic weapons it inverts to linear wizard quadratic fighter due to overuse of concentration, spells that are handicapped to be almost good <em>(usually before concentration is added to be safe)</em>, & the massive over use of energy resist/immune along with magic resist that actually impacts the caster stacked against "resistance to nonmagical piecing bludgeoning & slashing" that ceases to affect the martial the second they got their first magic weapon. Descent into avernus is such a good example of this thought process that it's <a href="https://www.reddit.com/r/dndnext/comments/jc2pvv/bit_of_a_rant_avernus_experience_really_sucks_for/" target="_blank">almost white room level clarity</a> with scads of incredibly magical weapons & armor for the fighter side of lfqw with a wand of secrets, +1 wand of the war mage & some spellbooks paired with too little gold in the entire hardcover to really use even if the caster was a wizard who was given all the gold. As if that was not enough nearly every monster in it has significant amounts of energy resist & outright energy immunes along side magic resistance that cripples the already overly restricted wizard side of lfqw who fall behind the curve frequently & only manages to keep pace at their best even before the additional hurdle is added.</p><p>edit: With all of that said, what exactly is the value of being able to teleport in hardcover adventures that mave nowhere to teleport to& no reason even if you can. Descent to avernus proides another white room level example there in the form of the wandering emporium that should be a perfect example of a place were being able to teleport to it makes a huge difference yet has no inclusion of a teleport pattern.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8125490, member: 93670"] That's an over simplification but you brought up two good relevant points in a bad way. Inter-player balance is one of the most important things that the designers ignored when making short rest classes & giving them powerful tools to go with the same stuff long rest classes have as now Alice with a short rest class like warlock is mechanically encouraged to end every fight with "lets take a short rest" so she can nova next fight while bob the long rest class is tired of playing second fiddle so far behind Alice that he's wondering why he even bothers is encouraged to fight her for no other reason than wanting to stop playing third fiddle. Meanwhile Chuck the GM is forced to transparently place some form of invisible wall throughout the campaign to balance those two mechanical needs above plot story world cohesion & just about everything else. Teleport comes up an awful lot & people still pretend that it's the kind of game changer it was in 3.5 when it meant you could teleport the group to a safe spot where you could safely take advantage of npc healers for long term care recovery & other things but [spoiler="these two things are not even on the same planet"] 3.5 [ATTACH type="full" alt="1605284408559.png"]128437[/ATTACH] [ATTACH type="full" alt="1605284728857.png"]128439[/ATTACH] 5 e [ATTACH type="full" alt="1605284498776.png"]128438[/ATTACH] [ATTACH type="full" alt="1605285811092.png"]128441[/ATTACH] [/spoiler] and yet 5e from the start has very much been designed as if [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/LinearWarriorsQuadraticWizards']linear fighter quadratic wizard[/URL] is still a thing to the point where it needs to be guarded against everywhere they can shoehorn in a safeguard despite the fact that with feats & magic weapons it inverts to linear wizard quadratic fighter due to overuse of concentration, spells that are handicapped to be almost good [I](usually before concentration is added to be safe)[/I], & the massive over use of energy resist/immune along with magic resist that actually impacts the caster stacked against "resistance to nonmagical piecing bludgeoning & slashing" that ceases to affect the martial the second they got their first magic weapon. Descent into avernus is such a good example of this thought process that it's [URL='https://www.reddit.com/r/dndnext/comments/jc2pvv/bit_of_a_rant_avernus_experience_really_sucks_for/']almost white room level clarity[/URL] with scads of incredibly magical weapons & armor for the fighter side of lfqw with a wand of secrets, +1 wand of the war mage & some spellbooks paired with too little gold in the entire hardcover to really use even if the caster was a wizard who was given all the gold. As if that was not enough nearly every monster in it has significant amounts of energy resist & outright energy immunes along side magic resistance that cripples the already overly restricted wizard side of lfqw who fall behind the curve frequently & only manages to keep pace at their best even before the additional hurdle is added. edit: With all of that said, what exactly is the value of being able to teleport in hardcover adventures that mave nowhere to teleport to& no reason even if you can. Descent to avernus proides another white room level example there in the form of the wandering emporium that should be a perfect example of a place were being able to teleport to it makes a huge difference yet has no inclusion of a teleport pattern. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Have the designers lost interest in short rests?
Top