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How would you redo 4e?
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<blockquote data-quote="James Gasik" data-source="post: 8959809" data-attributes="member: 6877472"><p>Ok, some examples.</p><p></p><p>Wizards get almost nothing out of a Short Rest, save for the 1/day Arcane Recovery (and possible Hit Dice spending). The Rage of Barbarians is a daily resource, so again, they get very little from a Short Rest.</p><p></p><p>Rogues have no resources to speak of, and thus, only need to rest to spend Hit Dice.</p><p></p><p>Monks are designed to need ki to do almost anything, and can easily spend 3 ki or more in a normal combat just to meet any baseline of contribution, compared to other classes.</p><p></p><p>Warlocks, if they want to do anything more than spam Eldritch Blast all day, are going to need multiple short rests to recharge their Pact Magic; many first time Warlock players seem to think that this is an advantage.</p><p></p><p>But in reality, taking an hour to rest during an adventuring day isn't always possible. You could be in a dungeon with threat of patrols, or in the wilderness with threat of wandering monsters. To set up a viable short rest takes time and energy, and when only some characters stand to get any benefit out of it, you might find some players wanting to push on rather than let the Monk recharge every other encounter or so.</p><p></p><p>I've heard people claim that Monks and Warlocks were designed with the idea of gaining 2 short rests per adventuring day; this doesn't always occur organically. Further, if the group can get three such rests, does that make such characters stronger than intended?</p><p></p><p>On this forum I've heard several DM's claim that the only way to truly balance the game is to pressure parties so that they don't take short or long rests whenever they feel like, by giving them deadlines for their adventures.</p><p></p><p>This approach would completely disrupt the viability of short rest classes.</p><p></p><p>Simply put, there is no advantage to having different characters being on different resource recovery schedules. It's far easier to plan out an adventuring day on the DM's part when they know everyone needs the same amount of downtime.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8959809, member: 6877472"] Ok, some examples. Wizards get almost nothing out of a Short Rest, save for the 1/day Arcane Recovery (and possible Hit Dice spending). The Rage of Barbarians is a daily resource, so again, they get very little from a Short Rest. Rogues have no resources to speak of, and thus, only need to rest to spend Hit Dice. Monks are designed to need ki to do almost anything, and can easily spend 3 ki or more in a normal combat just to meet any baseline of contribution, compared to other classes. Warlocks, if they want to do anything more than spam Eldritch Blast all day, are going to need multiple short rests to recharge their Pact Magic; many first time Warlock players seem to think that this is an advantage. But in reality, taking an hour to rest during an adventuring day isn't always possible. You could be in a dungeon with threat of patrols, or in the wilderness with threat of wandering monsters. To set up a viable short rest takes time and energy, and when only some characters stand to get any benefit out of it, you might find some players wanting to push on rather than let the Monk recharge every other encounter or so. I've heard people claim that Monks and Warlocks were designed with the idea of gaining 2 short rests per adventuring day; this doesn't always occur organically. Further, if the group can get three such rests, does that make such characters stronger than intended? On this forum I've heard several DM's claim that the only way to truly balance the game is to pressure parties so that they don't take short or long rests whenever they feel like, by giving them deadlines for their adventures. This approach would completely disrupt the viability of short rest classes. Simply put, there is no advantage to having different characters being on different resource recovery schedules. It's far easier to plan out an adventuring day on the DM's part when they know everyone needs the same amount of downtime. [/QUOTE]
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