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How long should a Short rest be in 5E(2024)?
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<blockquote data-quote="tetrasodium" data-source="post: 9076602" data-attributes="member: 93670"><p>It leads to less strategy because there is no opportunity cost to that movement and there is no mechanical hooks remaining to support anything but close to target>stomp target>repeat.</p><p></p><p>It's like driving a nascar track at 20mph with no other drivers on the track in a self driving car with no time to beat. Sure it's still a lot of left turns, but those left turns are hardly the same as making a lot of left turns at 200+mph on a crowded track with the clock running</p><p></p><p></p><p>I mentioned those earlier by name, they selectively slowed movement in ways that ultimately increased movement and strategy across the encounter.</p><p></p><p> You had to deal with mooks and protect your Squishies in the process before getting to the MVP when you couldn't just have everyone charge the most important target. Thanks to the many different trigger conditions that AoOs had over OA almost any opponent could be a credible <em>enough</em> threat to delay that charge at the MVP by a round or two without mooks needing to be beefy or numerous enough to make combat a slog. It all combined so that the close to primary target phase was more than "is it within 30 feet yet this round? If so I move there, if not I move 30 feet closer". The primary target didn't need hundreds of hp to slog through because it could run behind one or two hit mooks who were probably only capable of receiving one hit unless they were already in Melee where they were probably a threat <em>only</em> if ignored to chase the MVP . If those mooks were not in melee their turn often went quick with a 5foot step or full defense. You didn't need 42 goblins protecting the bbeg by flailing about for a 20 just so they could take up enough squares to offer protection without needing to be rough enough that they turn the PCs into a puff of red mist.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9076602, member: 93670"] It leads to less strategy because there is no opportunity cost to that movement and there is no mechanical hooks remaining to support anything but close to target>stomp target>repeat. It's like driving a nascar track at 20mph with no other drivers on the track in a self driving car with no time to beat. Sure it's still a lot of left turns, but those left turns are hardly the same as making a lot of left turns at 200+mph on a crowded track with the clock running I mentioned those earlier by name, they selectively slowed movement in ways that ultimately increased movement and strategy across the encounter. You had to deal with mooks and protect your Squishies in the process before getting to the MVP when you couldn't just have everyone charge the most important target. Thanks to the many different trigger conditions that AoOs had over OA almost any opponent could be a credible [I]enough[/I] threat to delay that charge at the MVP by a round or two without mooks needing to be beefy or numerous enough to make combat a slog. It all combined so that the close to primary target phase was more than "is it within 30 feet yet this round? If so I move there, if not I move 30 feet closer". The primary target didn't need hundreds of hp to slog through because it could run behind one or two hit mooks who were probably only capable of receiving one hit unless they were already in Melee where they were probably a threat [I]only[/I] if ignored to chase the MVP . If those mooks were not in melee their turn often went quick with a 5foot step or full defense. You didn't need 42 goblins protecting the bbeg by flailing about for a 20 just so they could take up enough squares to offer protection without needing to be rough enough that they turn the PCs into a puff of red mist. [/QUOTE]
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How long should a Short rest be in 5E(2024)?
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