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How has D&D changed over the decades?
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<blockquote data-quote="overgeeked" data-source="post: 8580021" data-attributes="member: 86653"><p>There's basically no cost to recovery. You fully heal and recharge everything automatically regardless of the quality or condition of your sleep. You sleep in the street, full recharge. You sleep on a roof, full recharge. No matter how many times you were dying no matter how many death saves you failed (as long as it's not three in a row) and no matter how many hit points you lost...you're 100% perfect after a little shut eye.</p><p></p><p>It makes wandering monsters on journeys pointless. Unless you happen to get two encounters in a given day, and then it only matters for the second wandering monster encounter as you're 100% perfect again the next day...so you're literally just wasting time. Or you jack up the resting rules when out in the wilds. It's much easier to interrupt a long rest to make the PCs feel the threat of the wilds. But then to make that work you have to have wandering monsters and force them to miss a long rest...which they'll simply stop all forward progress regardless of the dramatic consequences and rest until they finally get a long rest. </p><p></p><p>Unless, of course, you believe the official line on it taking a full hour of combat to interrupt a long rest. That's hilariously bad design. They really, really want to push superhero fantasy. So you either run the ridiculous 6-8 encounters in a day or you jack up the rest mechanics or you throw an entire day's worth of encounters at the party in short order...which then screws up the balance of the short rest classes. I really hope WotC removes the short rest recharge mechanics on fighters, monks, warlocks, etc. </p><p></p><p>It'll likely be some version of this for each short-rest class:</p><p></p><p>"<strong>Recharge.</strong> When you spend [an action, a reaction, a bonus action, 5 minutes in rest, 1 hour in rest, etc], you regain all expended [ki points, maneuver dice, psi dice, warlock spell slots, etc]. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."</p><p></p><p>Or they'll make short rests 5-minutes long again. LOL. Wouldn't that be something. But with the removal of any and all references to short rests in the recent races, they're likely to just remove it entirely for balance reasons. Or both. Rebalance based on long rests, include a recharge ability, and make Hit Dice spending short rests take 5 minutes. </p><p></p><p>What's going to be really interesting is the reaction of the people who came in with Critical Role and 5E. Their baseline is this style of basically unhurtable and nearly unkillable PCs. Any downward change won't go over well. Other than writing the possibility of death out of the game entirely they don't really have anywhere to go up.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8580021, member: 86653"] There's basically no cost to recovery. You fully heal and recharge everything automatically regardless of the quality or condition of your sleep. You sleep in the street, full recharge. You sleep on a roof, full recharge. No matter how many times you were dying no matter how many death saves you failed (as long as it's not three in a row) and no matter how many hit points you lost...you're 100% perfect after a little shut eye. It makes wandering monsters on journeys pointless. Unless you happen to get two encounters in a given day, and then it only matters for the second wandering monster encounter as you're 100% perfect again the next day...so you're literally just wasting time. Or you jack up the resting rules when out in the wilds. It's much easier to interrupt a long rest to make the PCs feel the threat of the wilds. But then to make that work you have to have wandering monsters and force them to miss a long rest...which they'll simply stop all forward progress regardless of the dramatic consequences and rest until they finally get a long rest. Unless, of course, you believe the official line on it taking a full hour of combat to interrupt a long rest. That's hilariously bad design. They really, really want to push superhero fantasy. So you either run the ridiculous 6-8 encounters in a day or you jack up the rest mechanics or you throw an entire day's worth of encounters at the party in short order...which then screws up the balance of the short rest classes. I really hope WotC removes the short rest recharge mechanics on fighters, monks, warlocks, etc. It'll likely be some version of this for each short-rest class: "[B]Recharge.[/B] When you spend [an action, a reaction, a bonus action, 5 minutes in rest, 1 hour in rest, etc], you regain all expended [ki points, maneuver dice, psi dice, warlock spell slots, etc]. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." Or they'll make short rests 5-minutes long again. LOL. Wouldn't that be something. But with the removal of any and all references to short rests in the recent races, they're likely to just remove it entirely for balance reasons. Or both. Rebalance based on long rests, include a recharge ability, and make Hit Dice spending short rests take 5 minutes. What's going to be really interesting is the reaction of the people who came in with Critical Role and 5E. Their baseline is this style of basically unhurtable and nearly unkillable PCs. Any downward change won't go over well. Other than writing the possibility of death out of the game entirely they don't really have anywhere to go up. [/QUOTE]
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