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How is 5E like 4E?
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<blockquote data-quote="Staffan" data-source="post: 8354501" data-attributes="member: 907"><p>Speaking of short rests, I went back and looked at the 5e playtest packets and noted that the change to hour-long short rests happened in the very last one from August 2013. Before that, it was 10ish minutes (with the penultimate packet having one hour as an experimental rule). The change wasn't called out in the "Read First" file which included a list of major changes, so I don't know if people noticed at the time.</p><p></p><p>I'll also note that this is probably part of a general disconnect between how the designers envisioned the game being played and how people actually enjoy playing it. It's no big secret that the guidelines for building encounters lean heavily toward encounters most people would find very easy, with "Deadly" being about where things start to get sweaty. I also recall some of the designers saying things like "We played some D&D Next on our lunch break, and had three fights in one hour." I get the feeling that the game very much assumes you'll have lots of perfunctory combats against highly inferior foes (which is also why many monsters are just bags of hit points with little in the way of special abilities) where you can just move on to the next one without expending many resources. But people like having some meat to their fights, which takes longer, and uses more resources, which in turn calls for more rests.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8354501, member: 907"] Speaking of short rests, I went back and looked at the 5e playtest packets and noted that the change to hour-long short rests happened in the very last one from August 2013. Before that, it was 10ish minutes (with the penultimate packet having one hour as an experimental rule). The change wasn't called out in the "Read First" file which included a list of major changes, so I don't know if people noticed at the time. I'll also note that this is probably part of a general disconnect between how the designers envisioned the game being played and how people actually enjoy playing it. It's no big secret that the guidelines for building encounters lean heavily toward encounters most people would find very easy, with "Deadly" being about where things start to get sweaty. I also recall some of the designers saying things like "We played some D&D Next on our lunch break, and had three fights in one hour." I get the feeling that the game very much assumes you'll have lots of perfunctory combats against highly inferior foes (which is also why many monsters are just bags of hit points with little in the way of special abilities) where you can just move on to the next one without expending many resources. But people like having some meat to their fights, which takes longer, and uses more resources, which in turn calls for more rests. [/QUOTE]
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