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Is Warlock broken?
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<blockquote data-quote="Flamestrike" data-source="post: 6873581" data-attributes="member: 6788736"><p>Yes it does. It explicitly says that when you shorten long rests that spellcasters (in particular) will dominate, being able to blow spells at will (and conversely in the longer rest variant they will be nerfed the other way).</p><p></p><p>It also clearly states in the 'adventuring day' section of the 'building encounters' section that the party should average around 2 short rests in a 'standard adventuring day', and should be able to handle 6-8 medium to hard encounters in a standard adventuring day (or less if you dial up the difficulty, but this increases the chance of a TPK as per the description of 'deadly' encounters).</p><p></p><p>Its up to the DM to enforce the adventuring day (as non obtrusively as possible). You basically want the players to control the pacing of the story, subject to guidelenes and the overall direction of the DM.</p><p></p><p>It should play out like an improvised play, with the players taking the lead, subject to the direction of the DM (making sure no one player dominates or overshadows the others, ensuring the challenge is appropriate, that all the classes have a change to contribte and shine etc).</p><p></p><p>Give your fighters, monks and warlocks a break and throw them a 5 encounter/ 5 short rest adventure from time to time. The throw a single encounter day at the PCs to let your spellcasters go nova. Then maybe an 8 encounter/ no rest adventure to keep them on thier toes (and give the Rogues and Champions a chance to really shine).</p><p></p><p>Mix it up. Shift the spotlight between the PCs. As long as you average around the 6-8 mark, and around 2 short rests, there wont be any problems.</p><p></p><p>This is all referenced in the DMG.</p><p></p><p>Personally I stick to a roughly 5-6 medium-hard (with one deadly) structure to my game. I tend to allow 2 short rests per long rest also. Very rough ballpark though.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6873581, member: 6788736"] Yes it does. It explicitly says that when you shorten long rests that spellcasters (in particular) will dominate, being able to blow spells at will (and conversely in the longer rest variant they will be nerfed the other way). It also clearly states in the 'adventuring day' section of the 'building encounters' section that the party should average around 2 short rests in a 'standard adventuring day', and should be able to handle 6-8 medium to hard encounters in a standard adventuring day (or less if you dial up the difficulty, but this increases the chance of a TPK as per the description of 'deadly' encounters). Its up to the DM to enforce the adventuring day (as non obtrusively as possible). You basically want the players to control the pacing of the story, subject to guidelenes and the overall direction of the DM. It should play out like an improvised play, with the players taking the lead, subject to the direction of the DM (making sure no one player dominates or overshadows the others, ensuring the challenge is appropriate, that all the classes have a change to contribte and shine etc). Give your fighters, monks and warlocks a break and throw them a 5 encounter/ 5 short rest adventure from time to time. The throw a single encounter day at the PCs to let your spellcasters go nova. Then maybe an 8 encounter/ no rest adventure to keep them on thier toes (and give the Rogues and Champions a chance to really shine). Mix it up. Shift the spotlight between the PCs. As long as you average around the 6-8 mark, and around 2 short rests, there wont be any problems. This is all referenced in the DMG. Personally I stick to a roughly 5-6 medium-hard (with one deadly) structure to my game. I tend to allow 2 short rests per long rest also. Very rough ballpark though. [/QUOTE]
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