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[Homebrew] Rebalancing class resource recovery around less encounters (+ thread)
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<blockquote data-quote="Blue" data-source="post: 7928755" data-attributes="member: 20564"><p>NOTE: <em>This thread is not for everyone, if this isn't an issue for your table you may not find it needed. That's valid, this is a playstyle-dependant issue. Please add if you have anything constructive. Going into this with the understanding not every table would want this, we don't need confirmation of that - just positive responses.</em></p><p></p><p>I find that 6-8 encounters per long rest with 2 short rests does a good job of balancing long rest resource primary, short rest resource primary and at-will primary classes against each other during Tiers 2 & 3. I also find that it does not match my DMing style. I've flirted with different length for rests such as the DMG variant, but that has consequences in terms of long duration spells that I think may bring trouble of a different type.</p><p></p><p>So I'd like to hash out general guidelines for how to change the classes in order to reduce the average adventuring day to 3-4 (2-3?) encounters, with some days with fewer and some days with more as usual. Guideline is I'd rather work out some general or widely applicable rules (like a new spell slot progression) than delve into each class. That said, pointing out that some classes will need some exceptions (like perhaps # of barbarian rages) isn't bad, but I don't want to get caught up in a large back-and-forth discussion on a single feature.</p><p></p><p><em><strong>Rule of fun can not be ignored.</strong></em> For example, just halving (or thirding) all uses per day may end up being balanced in terms of resource recovery, but having, for instance, all casters having 3 spells total per day and everything else is a cantrip is more the design space of the Warlock, who gets invocations to keep things interesting.</p><p></p><p>I need a solid plan for short rests. Specifically the warlock, where utility spells could be a big help during non-encounter challenges, do not get to recharge all-the-time, but still that it happen enough that all the various short rests (Ki, superiority dice, etc.) are balanced with the long rest and at-will primary classes.</p><p></p><p>Tier 1 is a less of an issue, but that means needs to be affected less, where resources are already pretty scarce. A caster with (normal) 2 spells per day isn't dominating at-will classes. </p><p></p><p>I haven't run or played 5e in Tier 4, my grasp on it is theoretical instead of practical. We can see how ideas come out for everyone, but it's not my personal focus.</p><p></p><p>While I want the classes to still feel and play like the PHB classes, I am okay with breaking some sacred cows, such as slowly losing some lower level spell slots when gaining higher level slots. This could be one way to preserve rule of fun in terms of having more than one on-levle slot for casting effective spells while cutting down on number of slots appropriate for a lot more encounters per day.</p><p></p><p>So, how would you go about this?</p></blockquote><p></p>
[QUOTE="Blue, post: 7928755, member: 20564"] NOTE: [I]This thread is not for everyone, if this isn't an issue for your table you may not find it needed. That's valid, this is a playstyle-dependant issue. Please add if you have anything constructive. Going into this with the understanding not every table would want this, we don't need confirmation of that - just positive responses.[/I] I find that 6-8 encounters per long rest with 2 short rests does a good job of balancing long rest resource primary, short rest resource primary and at-will primary classes against each other during Tiers 2 & 3. I also find that it does not match my DMing style. I've flirted with different length for rests such as the DMG variant, but that has consequences in terms of long duration spells that I think may bring trouble of a different type. So I'd like to hash out general guidelines for how to change the classes in order to reduce the average adventuring day to 3-4 (2-3?) encounters, with some days with fewer and some days with more as usual. Guideline is I'd rather work out some general or widely applicable rules (like a new spell slot progression) than delve into each class. That said, pointing out that some classes will need some exceptions (like perhaps # of barbarian rages) isn't bad, but I don't want to get caught up in a large back-and-forth discussion on a single feature. [I][B]Rule of fun can not be ignored.[/B][/I] For example, just halving (or thirding) all uses per day may end up being balanced in terms of resource recovery, but having, for instance, all casters having 3 spells total per day and everything else is a cantrip is more the design space of the Warlock, who gets invocations to keep things interesting. I need a solid plan for short rests. Specifically the warlock, where utility spells could be a big help during non-encounter challenges, do not get to recharge all-the-time, but still that it happen enough that all the various short rests (Ki, superiority dice, etc.) are balanced with the long rest and at-will primary classes. Tier 1 is a less of an issue, but that means needs to be affected less, where resources are already pretty scarce. A caster with (normal) 2 spells per day isn't dominating at-will classes. I haven't run or played 5e in Tier 4, my grasp on it is theoretical instead of practical. We can see how ideas come out for everyone, but it's not my personal focus. While I want the classes to still feel and play like the PHB classes, I am okay with breaking some sacred cows, such as slowly losing some lower level spell slots when gaining higher level slots. This could be one way to preserve rule of fun in terms of having more than one on-levle slot for casting effective spells while cutting down on number of slots appropriate for a lot more encounters per day. So, how would you go about this? [/QUOTE]
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