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How has 5e solved the Wand of CLW problem?
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<blockquote data-quote="TwoSix" data-source="post: 6562153" data-attributes="member: 205"><p>Pretty much this. The 5-minute work day is a natural process driven by common sense. Who tries to do something difficult and potentially life-threatening while being at less than 100% effectiveness if they don't have to? Even a hero would only do that if something bigger than his own life was on the line, which is why I find the standard idea of a 4-6 encounter dungeon crawl rather crazy. It's just not something you can support narratively without a constant raising of the stakes.</p><p></p><p>In my ideal D&D resource model, characters would mostly juggle the use of always usable and short-term recharging abilities. Combat encounters would be assumed to be risky and only entered into if no other recourse could be found. Hit points would be the measure of fighting readiness. Long term fatigue and injury would be measured by the accrual of negative conditions after combat. These negative conditions would be removed only by the expenditure of a long term resource (say, a option or scroll). More potent resources, like powerful spells, would not be renewed per day. Only the use of extended downtime, in the form of creating potions, scrolls, or other consumable magical items, would allow the use of potent magic. </p><p></p><p>This would put the front-line characters in the position of handling most of the combat risk, and the more overtly magical classes in the position of problem solvers, expending limited resources when necessary to bypass otherwise intractable obstacles.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 6562153, member: 205"] Pretty much this. The 5-minute work day is a natural process driven by common sense. Who tries to do something difficult and potentially life-threatening while being at less than 100% effectiveness if they don't have to? Even a hero would only do that if something bigger than his own life was on the line, which is why I find the standard idea of a 4-6 encounter dungeon crawl rather crazy. It's just not something you can support narratively without a constant raising of the stakes. In my ideal D&D resource model, characters would mostly juggle the use of always usable and short-term recharging abilities. Combat encounters would be assumed to be risky and only entered into if no other recourse could be found. Hit points would be the measure of fighting readiness. Long term fatigue and injury would be measured by the accrual of negative conditions after combat. These negative conditions would be removed only by the expenditure of a long term resource (say, a option or scroll). More potent resources, like powerful spells, would not be renewed per day. Only the use of extended downtime, in the form of creating potions, scrolls, or other consumable magical items, would allow the use of potent magic. This would put the front-line characters in the position of handling most of the combat risk, and the more overtly magical classes in the position of problem solvers, expending limited resources when necessary to bypass otherwise intractable obstacles. [/QUOTE]
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How has 5e solved the Wand of CLW problem?
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