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Is 5e "Easy Mode?"
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<blockquote data-quote="Ilbranteloth" data-source="post: 7955441" data-attributes="member: 6778044"><p>While the need for some classes to recover long rest abilities is a consideration, if you're trying to simulate AD&D, the waiting until a safe place actually does make some sense. Many folks forget how long it took for a wizard to actually memorize their spells. For example, to be able to recover a 9th level spell required 12 hours of rest, and then 2 hours and 15 minutes to memorize the spell. That's for a single 9th level spell.</p><p></p><p>To have an 9th level spell, you'd be 18th level. To recover all of your spells required that 12 hours of rest plus 34 hours and 45 minutes to memorize them all. </p><p></p><p>Having said that, they could choose to recover some of their slots. In our case, there weren't that many trips back to town simply because my players try to avoid combat unless they have a clear advantage. But our game is more focused on what I think D&D was originally about - exploration. That's kind of the key word for me as we'd explore the world, the characters, and the adventure itself. </p><p></p><p>I don't have any issue with them taking a break within a dungeon to rest. We've never had issues with the 5 mwd because my players always treated their characters as real people in a real world. They have a sort of routine - breakfast, adventure, lunch, adventure, make camp and dinner. I was originally quite concerned with the 5e rest system, because I was running a game for a different group and one of the players wanted to stop for a short rest after every encounter. I realized my issue wasn't so much with the recovering abilities as it was with the idea that they would stop and do nothing for an hour after every combat. So shortening a short rest to 5-15 minutes and assuming they would always recover short rest abilities (plus eventually putting a limit on the number of times they could recover those abilities) did the trick for us.</p><p></p><p>Also note that it's my players that are constantly asking for me to add more restrictions or consequences to their actions, even those that never played earlier editions.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7955441, member: 6778044"] While the need for some classes to recover long rest abilities is a consideration, if you're trying to simulate AD&D, the waiting until a safe place actually does make some sense. Many folks forget how long it took for a wizard to actually memorize their spells. For example, to be able to recover a 9th level spell required 12 hours of rest, and then 2 hours and 15 minutes to memorize the spell. That's for a single 9th level spell. To have an 9th level spell, you'd be 18th level. To recover all of your spells required that 12 hours of rest plus 34 hours and 45 minutes to memorize them all. Having said that, they could choose to recover some of their slots. In our case, there weren't that many trips back to town simply because my players try to avoid combat unless they have a clear advantage. But our game is more focused on what I think D&D was originally about - exploration. That's kind of the key word for me as we'd explore the world, the characters, and the adventure itself. I don't have any issue with them taking a break within a dungeon to rest. We've never had issues with the 5 mwd because my players always treated their characters as real people in a real world. They have a sort of routine - breakfast, adventure, lunch, adventure, make camp and dinner. I was originally quite concerned with the 5e rest system, because I was running a game for a different group and one of the players wanted to stop for a short rest after every encounter. I realized my issue wasn't so much with the recovering abilities as it was with the idea that they would stop and do nothing for an hour after every combat. So shortening a short rest to 5-15 minutes and assuming they would always recover short rest abilities (plus eventually putting a limit on the number of times they could recover those abilities) did the trick for us. Also note that it's my players that are constantly asking for me to add more restrictions or consequences to their actions, even those that never played earlier editions. [/QUOTE]
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