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General Tabletop Discussion
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How to easily and simply balance all the short rest classes
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<blockquote data-quote="Blue" data-source="post: 8748114" data-attributes="member: 20564"><p>Superficially this works, but superficial doesn't describe your normal analysis. Concerns I have for where it doesn't work are primarily but not exclusively around novas.</p><p></p><p>A short rest character has a limited amount they can bring to any specific challenge. Being able to bring up to three times that amount really gives a spike much more powerful then they normally have. A monk going against a solo foe with legendary resistance which for every attack (including flurries) every turn is able to deliver a stunning fist will quickly burn though legendaries resistances and sooner or later have one not saved past that and then everyone can pile on the Advantage-to-Hit train. Warlocks, with reliable at-will powers, are even more at an advantage for being able to choose the density of spells for any particular combat, from many to none. Think of a samurai fighter who can action surge three rounds in a row, making all attacks on them at advantage - that's a really useful thing to do in a big combat, and no one will accuse the fighter of losing the majority of it's power when it it focusing on at-wills in other encounters.</p><p></p><p>The other area of concern is more warlock than the others, but it's about utility uses of short-rest-recovery abilities. Often in non-combat situations the right spell can be a big help, and also when not in combat there's a greater chance of getting a short rest before needing more. So one of the warlock's subtle strengths is with spells useful out-of-combat for overcoming challenges, where they can cast and recover without reducing combat resources at all.</p></blockquote><p></p>
[QUOTE="Blue, post: 8748114, member: 20564"] Superficially this works, but superficial doesn't describe your normal analysis. Concerns I have for where it doesn't work are primarily but not exclusively around novas. A short rest character has a limited amount they can bring to any specific challenge. Being able to bring up to three times that amount really gives a spike much more powerful then they normally have. A monk going against a solo foe with legendary resistance which for every attack (including flurries) every turn is able to deliver a stunning fist will quickly burn though legendaries resistances and sooner or later have one not saved past that and then everyone can pile on the Advantage-to-Hit train. Warlocks, with reliable at-will powers, are even more at an advantage for being able to choose the density of spells for any particular combat, from many to none. Think of a samurai fighter who can action surge three rounds in a row, making all attacks on them at advantage - that's a really useful thing to do in a big combat, and no one will accuse the fighter of losing the majority of it's power when it it focusing on at-wills in other encounters. The other area of concern is more warlock than the others, but it's about utility uses of short-rest-recovery abilities. Often in non-combat situations the right spell can be a big help, and also when not in combat there's a greater chance of getting a short rest before needing more. So one of the warlock's subtle strengths is with spells useful out-of-combat for overcoming challenges, where they can cast and recover without reducing combat resources at all. [/QUOTE]
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