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General Tabletop Discussion
*Dungeons & Dragons
[Homebrew] Rebalancing class resource recovery around less encounters (+ thread)
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<blockquote data-quote="Stoutstien" data-source="post: 7928794" data-attributes="member: 7020569"><p>I think there's a few general concepts that should be addressed before going and do any large rules or mechanical overalls.</p><p></p><p>The first overall game pacing. I think a lot of tables run to the problem of trying to shove 6-8 encounters into a session where 2-4 feels more comfortable and natural. The easiest solution is to not try to line up long rests with each session. 2-4 encounters per short rest has a good flow. The obvious downfalls of this is it slows the overall pace of the game way down. Definitely more sword-and-sorcery than high fantasy.</p><p></p><p>The other factor that doesn't get addressed a lot is the variance of how long counters are and if 'set up' or 'repositioning' rounds are common at a table. The common example would be something like phase spiders Or ghosts bouncing from room to room. It's something that just looking at the average resources spent per encounter even per round doesn't quite address.</p><p></p><p>Then we have the fact that all short rest resources where nort created equal. hence why it's not as simple as just multiplying short rest materials by 2 or 3 and calling it a day. This might stabilize the Monk but could supercharge the warlock or druid.</p><p></p><p>As as much as people hated 4e way of handling resources I think there are some tools there that could help. Splitting short rest resources into encounter resources or what not and SR ones could be a sound approach. The principal already there with a lot of high-level class features that recharge per fight. they're kind of crappy at higher levels but they could actually work really well at lower tiers. So the battlemaster started recharging one maneuver die right off the bat it would give them a very minimal bump in output over 6-8 encounters but soften the days they don't get a chance to short rest</p></blockquote><p></p>
[QUOTE="Stoutstien, post: 7928794, member: 7020569"] I think there's a few general concepts that should be addressed before going and do any large rules or mechanical overalls. The first overall game pacing. I think a lot of tables run to the problem of trying to shove 6-8 encounters into a session where 2-4 feels more comfortable and natural. The easiest solution is to not try to line up long rests with each session. 2-4 encounters per short rest has a good flow. The obvious downfalls of this is it slows the overall pace of the game way down. Definitely more sword-and-sorcery than high fantasy. The other factor that doesn't get addressed a lot is the variance of how long counters are and if 'set up' or 'repositioning' rounds are common at a table. The common example would be something like phase spiders Or ghosts bouncing from room to room. It's something that just looking at the average resources spent per encounter even per round doesn't quite address. Then we have the fact that all short rest resources where nort created equal. hence why it's not as simple as just multiplying short rest materials by 2 or 3 and calling it a day. This might stabilize the Monk but could supercharge the warlock or druid. As as much as people hated 4e way of handling resources I think there are some tools there that could help. Splitting short rest resources into encounter resources or what not and SR ones could be a sound approach. The principal already there with a lot of high-level class features that recharge per fight. they're kind of crappy at higher levels but they could actually work really well at lower tiers. So the battlemaster started recharging one maneuver die right off the bat it would give them a very minimal bump in output over 6-8 encounters but soften the days they don't get a chance to short rest [/QUOTE]
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[Homebrew] Rebalancing class resource recovery around less encounters (+ thread)
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