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If you had to choose: short rest vs long rest
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<blockquote data-quote="DEFCON 1" data-source="post: 7946565" data-attributes="member: 7006"><p>I would use primarily short rests. Have every spellcaster use the Warlock format for spells-- 1-3 slots per short rest cast at highest level (as per the warlock class table) and a handful of 1st level spells available for "free" with no slot via Invocations.</p><p></p><p>Yes, it would involve a little bit of work to create potential "invocations" that are meant for divine casters, primal casters and other arcane characters (probably renaming a few of the standard invocations as well to remove the hard fiend/GOO flavor) but if you want everyone on the same short rest page... that's the best way to do it in my opinion. You already know Warlock casting has been playtested to work in the game... so just put everyone on that train.</p><p></p><p>The only thing I would keep on long rests are the natural healing / hit dice mechanics. Which is why switching over to short rest casting is good... not having spellcasting and natural healing on the same timetable is beneficial and allows you to tweak your healing levels without messing up your casters..</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7946565, member: 7006"] I would use primarily short rests. Have every spellcaster use the Warlock format for spells-- 1-3 slots per short rest cast at highest level (as per the warlock class table) and a handful of 1st level spells available for "free" with no slot via Invocations. Yes, it would involve a little bit of work to create potential "invocations" that are meant for divine casters, primal casters and other arcane characters (probably renaming a few of the standard invocations as well to remove the hard fiend/GOO flavor) but if you want everyone on the same short rest page... that's the best way to do it in my opinion. You already know Warlock casting has been playtested to work in the game... so just put everyone on that train. The only thing I would keep on long rests are the natural healing / hit dice mechanics. Which is why switching over to short rest casting is good... not having spellcasting and natural healing on the same timetable is beneficial and allows you to tweak your healing levels without messing up your casters.. [/QUOTE]
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If you had to choose: short rest vs long rest
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