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General Tabletop Discussion
*Dungeons & Dragons
How on earth is this balanced?! Twilight cleric, more in-play evidence
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<blockquote data-quote="Swarmkeeper" data-source="post: 8332955" data-attributes="member: 6921763"><p>I mean, I’m here to learn all I can to make our table’s experience better. All the same, thank you for the acknowledgement.</p><p></p><p></p><p>Cutting out a bunch of stuff - not b/c I disagree or don’t want to address your other points, but on my phone it gets unwieldy. Plus, really want to dive into the point you make about offering your players up a short rest. </p><p></p><p>IMO, that’s a DMing stylistic machination that doesn’t exist at every table. At our table, for example, it’s up to the players to tell the DM what they are doing after the DM describes the environment - in this case, describing the aftermath of the combat. For the DM to specify or suggest a particular course of action for the party is really overstepping the DM role in the game (yes, of course I sometimes do this but I try really hard not to<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />). Therefore, at our table, a rest of any kind after a combat is not "almost always" a given - it will be dependent upon the situation at hand and if the players want to try it. In world time pressure, for example, encourages players to weigh the cost/benefit of resting. Note, that this is not an indictment of your playstyle (i.e. if you are having fun, you are doing it right), but it is pointing out how some tables might perceive certain abilities as more powerful than other tables might.</p><p></p><p>TL;DR: If rests are a given at a table, then abilities which recharge with rests will play <em>more powerfully</em> than at tables where rests are not a given.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8332955, member: 6921763"] I mean, I’m here to learn all I can to make our table’s experience better. All the same, thank you for the acknowledgement. Cutting out a bunch of stuff - not b/c I disagree or don’t want to address your other points, but on my phone it gets unwieldy. Plus, really want to dive into the point you make about offering your players up a short rest. IMO, that’s a DMing stylistic machination that doesn’t exist at every table. At our table, for example, it’s up to the players to tell the DM what they are doing after the DM describes the environment - in this case, describing the aftermath of the combat. For the DM to specify or suggest a particular course of action for the party is really overstepping the DM role in the game (yes, of course I sometimes do this but I try really hard not to:)). Therefore, at our table, a rest of any kind after a combat is not "almost always" a given - it will be dependent upon the situation at hand and if the players want to try it. In world time pressure, for example, encourages players to weigh the cost/benefit of resting. Note, that this is not an indictment of your playstyle (i.e. if you are having fun, you are doing it right), but it is pointing out how some tables might perceive certain abilities as more powerful than other tables might. TL;DR: If rests are a given at a table, then abilities which recharge with rests will play [I]more powerfully[/I] than at tables where rests are not a given. [/QUOTE]
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How on earth is this balanced?! Twilight cleric, more in-play evidence
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