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How many short rests per long rest?
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<blockquote data-quote="Sword of Spirit" data-source="post: 7928910" data-attributes="member: 6677017"><p>Anecdotaly, here's how my group's party works out:</p><p></p><p>Battle Master Fighter (dual wielder)</p><p>Swashbuckler Rogue</p><p>Fiend/Blade Warlock (Polearm Master with quarterstaff and house ruled to two-handed, d6, finesse)</p><p>Lore Bard</p><p>Warrior-Mage (custom full caster fighter/wizard blend)</p><p></p><p>We're still low level and in dungeons so far we're likely to get a smaller number of more dangerous encounters (let's say 3 or 4). The party is likely to take about 2 short rests during that time. If it's a real meat-grinder they might need to take 3, and there may have been one day with more encounters where they took 4, but I'm not sure.</p><p></p><p>The warlock kicks butt. Part of it is the unintended synergy of my finesse quarterstaff with a blade pact warlock.</p><p></p><p>The fighter is just solid. They don't really stand out, and I think they are actually being outdamaged by the warlock and the rogue, but some of that is because the player didn't optimize at all compared to the rest of the group (for example, 16 in both Str and Dex).</p><p></p><p>The bard has been mostly party support and skill master, with a Spell Sniper <em>eldritch blast </em>for a token damage contribution.</p><p></p><p>Warrior-Mage has the lowest damage contribution other than the bard, but he has excellent tanking with high AC and <em>shield</em>, and his major contribution is probably the wizard spell list utility.</p><p></p><p>The rogue rocks, even with the smaller number of encounters per day disfavoring at-will classes. Part of it is very good stats and a magic weapon, and part of it is just the solid rogue package with sneak attack most turns. She probably has the highest damage per turn in the group.</p><p></p><p>As I said, just some anecdotes. Maybe someone will find it useful.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7928910, member: 6677017"] Anecdotaly, here's how my group's party works out: Battle Master Fighter (dual wielder) Swashbuckler Rogue Fiend/Blade Warlock (Polearm Master with quarterstaff and house ruled to two-handed, d6, finesse) Lore Bard Warrior-Mage (custom full caster fighter/wizard blend) We're still low level and in dungeons so far we're likely to get a smaller number of more dangerous encounters (let's say 3 or 4). The party is likely to take about 2 short rests during that time. If it's a real meat-grinder they might need to take 3, and there may have been one day with more encounters where they took 4, but I'm not sure. The warlock kicks butt. Part of it is the unintended synergy of my finesse quarterstaff with a blade pact warlock. The fighter is just solid. They don't really stand out, and I think they are actually being outdamaged by the warlock and the rogue, but some of that is because the player didn't optimize at all compared to the rest of the group (for example, 16 in both Str and Dex). The bard has been mostly party support and skill master, with a Spell Sniper [I]eldritch blast [/I]for a token damage contribution. Warrior-Mage has the lowest damage contribution other than the bard, but he has excellent tanking with high AC and [I]shield[/I], and his major contribution is probably the wizard spell list utility. The rogue rocks, even with the smaller number of encounters per day disfavoring at-will classes. Part of it is very good stats and a magic weapon, and part of it is just the solid rogue package with sneak attack most turns. She probably has the highest damage per turn in the group. As I said, just some anecdotes. Maybe someone will find it useful. [/QUOTE]
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