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<blockquote data-quote="Flamestrike" data-source="post: 6874224" data-attributes="member: 6788736"><p>DMG Page 267. It even states in the 'shorter rest' variant that you should not allow casters to regain anything over 5th level slots when they long rest in that variant because its OP.</p><p></p><p>In the building an encounter section (the adventuring day) it expressly states that long rest resources are expected to be stretched out over 6-8 medium-hard encounters, and that a standard adventuring day should feature around 2 short rests.</p><p></p><p>Read those sections as a whole. Long rest resources are supposed to be stretched over 6-8 medium-hard encounters, while short rest resources are supposed to be rationed over around 2-3.</p><p></p><p>Long rest resources and short rest resources are not equal.</p><p></p><p>The game also says you can freely design harder encounters but that such encounters present a greater chance of a TPK simply on account of a few bad rolls. If your party needs 5 deadly encounters to level, and each such deadly encounter features even a 10 percent chance of a PC death, odds are they'll be dead before they hit third level.</p><p></p><p>What its inferring is for you (the DM) to at least turn your mind to policing the adventuring day, and make your players manage resources. Make the decision to (use a spell slot) or (action surge) or (rage) or (divine smite) a meaningful one.</p><p></p><p>Your casters have enough juice to meaningfully affect maybe 2-3 encounters per day with a big flashy effect, while contributing to the other encounters. An action surging BM fighter (for example) or a raging barbarian gets about the same number of fights to step up to the plate and be impressive (assuming 2-3 short rests per long rest) while contributing to the others as well.</p><p></p><p>Unless you prefer 3.P's game of rocket tag, caster dominance, and the utter immersion destroying 5 minute adventuring day paradigm, in which case fill your boots.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6874224, member: 6788736"] DMG Page 267. It even states in the 'shorter rest' variant that you should not allow casters to regain anything over 5th level slots when they long rest in that variant because its OP. In the building an encounter section (the adventuring day) it expressly states that long rest resources are expected to be stretched out over 6-8 medium-hard encounters, and that a standard adventuring day should feature around 2 short rests. Read those sections as a whole. Long rest resources are supposed to be stretched over 6-8 medium-hard encounters, while short rest resources are supposed to be rationed over around 2-3. Long rest resources and short rest resources are not equal. The game also says you can freely design harder encounters but that such encounters present a greater chance of a TPK simply on account of a few bad rolls. If your party needs 5 deadly encounters to level, and each such deadly encounter features even a 10 percent chance of a PC death, odds are they'll be dead before they hit third level. What its inferring is for you (the DM) to at least turn your mind to policing the adventuring day, and make your players manage resources. Make the decision to (use a spell slot) or (action surge) or (rage) or (divine smite) a meaningful one. Your casters have enough juice to meaningfully affect maybe 2-3 encounters per day with a big flashy effect, while contributing to the other encounters. An action surging BM fighter (for example) or a raging barbarian gets about the same number of fights to step up to the plate and be impressive (assuming 2-3 short rests per long rest) while contributing to the others as well. Unless you prefer 3.P's game of rocket tag, caster dominance, and the utter immersion destroying 5 minute adventuring day paradigm, in which case fill your boots. [/QUOTE]
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