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High Level 5.5E: Building Encounter Chains
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<blockquote data-quote="tetrasodium" data-source="post: 9885174" data-attributes="member: 93670"><p>Well there is a pair of obvious issues.</p><p></p><p>Firstly the one where I previously mentioned more than once that removing short rests fixes the designed in base core rules incentives to engage in that sort of no s loop 5mwd play. It does so while avoiding the need to engage in the sort of extensive avalanche of houserules to rewrite 5e into some kind of heartbreaker edition while simply being a <em>good</em> solution because it is an easy work around for reprehensibly hostile design.</p><p></p><p>Secondly the absurd "<em>D-Day gove the Germans <strong>8+</strong> hours to respond for free</em>"is still talking only about <strong>long</strong> rests and doesn't really apply to <strong>short</strong> rests or you simply do not know the rules well enough to recognize that they are on different timers with slightly different mechanics that make short rests easier. That sort of literal active warzone battlefield time crunch doom clock is absolutely more than sufficient for long rest class 5mwd & can even work for a one off edge case or one shot , but it also loses credibility when used all of the time in s longer running ongoing campaign.</p><p></p><p></p><p>Well seeing as you don't seem to be aware of the mechanical differences between long & short rests or have enough experience with short rest classes to recognize how regular rest fueled nova loop becomes a 5mwd without the need for long rest classes to even strain their resources even a little without needing multiple long rests by late tier 2 or tier 3+ I don't think there's any need to do anything of the sort and never did.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9885174, member: 93670"] Well there is a pair of obvious issues. Firstly the one where I previously mentioned more than once that removing short rests fixes the designed in base core rules incentives to engage in that sort of no s loop 5mwd play. It does so while avoiding the need to engage in the sort of extensive avalanche of houserules to rewrite 5e into some kind of heartbreaker edition while simply being a [I]good[/I] solution because it is an easy work around for reprehensibly hostile design. Secondly the absurd "[I]D-Day gove the Germans [B]8+[/B] hours to respond for free[/I]"is still talking only about [B]long[/B] rests and doesn't really apply to [B]short[/B] rests or you simply do not know the rules well enough to recognize that they are on different timers with slightly different mechanics that make short rests easier. That sort of literal active warzone battlefield time crunch doom clock is absolutely more than sufficient for long rest class 5mwd & can even work for a one off edge case or one shot , but it also loses credibility when used all of the time in s longer running ongoing campaign. Well seeing as you don't seem to be aware of the mechanical differences between long & short rests or have enough experience with short rest classes to recognize how regular rest fueled nova loop becomes a 5mwd without the need for long rest classes to even strain their resources even a little without needing multiple long rests by late tier 2 or tier 3+ I don't think there's any need to do anything of the sort and never did. [/QUOTE]
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High Level 5.5E: Building Encounter Chains
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