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Lets talk about getting rid of "recover all spell slots on a long rest"
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<blockquote data-quote="tetrasodium" data-source="post: 7926720" data-attributes="member: 93670"><p>Back in ad&d Clerics had a blurb saying it works the same as wizards while wizards according to page 81 of the phb explains it like this</p><p></p><p>In short you needed to get a full night's sleep (long rest) & then you had to memorize them at a rate of 10 minutes per spell level, which could be several hours on its own. But if memorizing is changed to recovering your magical energy or something given everyone is a spontaneous caster.</p><p></p><p>In 5e by default you rest for 8 hours & get all your spell slots back & that encourages the novanova>rest> repeat along with things that make the cost of ignoring slow natural healing/healing kit dependency into a meaningless thing to be ignored</p><p></p><p>Right now we've got long discussion threads on <a href="https://www.enworld.org/threads/is-5e-the-least-challenging-edition-of-d-d.670422/" target="_blank">is 5e the least challenging edition of d&d</a>, & among other things a not insignificant chunk of discussion. In that thread there was some discussion about how changing everyone to prepared spontaneous casters that get all slots back on a long rest shifted the cost of doing things like casting remove curse or ignoring & negating heal kit dependency & slow natural healing dmg options by simply having every caster with a heal spell (ie pally & divine soul sorcerer) list off their unused spell slots/lay on hands & dump them to heal any damage in the party just before getting those slots back along with any/all already used slots on a long rest rather than needing to do either of the things imposed by the GM to adjust the campaign.</p><p>[ATTACH=full]118746[/ATTACH]</p><p>[ATTACH=full]118747[/ATTACH]</p><p></p><p></p><p></p><p></p><p>This can be improved. If recovering spell slots took a long rest plus ten minutes per slot level it would work out to a more meaningful opportunity cost to burn a spell slot when a long rest seems likely to be available.</p><p></p><p>If spell slots recovered individually at a rate of 1 <em>hour</em> per slot level after a long rest but allowed them to go back to the ad&d ten minutes per while carousing it would force players to go out & carouse at 10gp/caster level rather than be antisocial murderhobos & give characters something to spend money on while making remote outposts & "lets camp in this closet" difficult in ways that encourage giving forethought in spell use. There would be the added benefit of shifting "the long rest was interrupted" grand central station type forest trying to squeeze in 6 encounters per long rest to what could be a couple days for things to stumble on the party & not get nova'd to dust because the whole point in sitting around is to recover those same resources. Of course a very active town like Sharn, Waterdeep, or whatever capable of supporting an urban campaign long term might be much more expensive, have a slower recovery rate while carousing, or require more involved things than going out & getting smashed with whomever is at a bar <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p>Making wands valuable as daily driver type magic item tools on par with how martial types really value a magic weapon (especially a nice one) would be an added benefit. Wands can shift their recover x each day to recover x per long or short rest with waiting around not counting as a rest & shift to using the caster's DC even if they say they have a set dc.</p><p></p><p>Pact magic would continue to work as normal since it has minimal slots & the fast recovery fits how warlock is themed.</p><p></p><p></p><p>Anything I miss, ripple effects in need of cinsideration, thoughts, etc?</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 7926720, member: 93670"] Back in ad&d Clerics had a blurb saying it works the same as wizards while wizards according to page 81 of the phb explains it like this In short you needed to get a full night's sleep (long rest) & then you had to memorize them at a rate of 10 minutes per spell level, which could be several hours on its own. But if memorizing is changed to recovering your magical energy or something given everyone is a spontaneous caster. In 5e by default you rest for 8 hours & get all your spell slots back & that encourages the novanova>rest> repeat along with things that make the cost of ignoring slow natural healing/healing kit dependency into a meaningless thing to be ignored Right now we've got long discussion threads on [URL='https://www.enworld.org/threads/is-5e-the-least-challenging-edition-of-d-d.670422/']is 5e the least challenging edition of d&d[/URL], & among other things a not insignificant chunk of discussion. In that thread there was some discussion about how changing everyone to prepared spontaneous casters that get all slots back on a long rest shifted the cost of doing things like casting remove curse or ignoring & negating heal kit dependency & slow natural healing dmg options by simply having every caster with a heal spell (ie pally & divine soul sorcerer) list off their unused spell slots/lay on hands & dump them to heal any damage in the party just before getting those slots back along with any/all already used slots on a long rest rather than needing to do either of the things imposed by the GM to adjust the campaign. [ATTACH type="full" alt="1582590353717.png"]118746[/ATTACH] [ATTACH type="full" alt="1582590387987.png"]118747[/ATTACH] This can be improved. If recovering spell slots took a long rest plus ten minutes per slot level it would work out to a more meaningful opportunity cost to burn a spell slot when a long rest seems likely to be available. If spell slots recovered individually at a rate of 1 [I]hour[/I] per slot level after a long rest but allowed them to go back to the ad&d ten minutes per while carousing it would force players to go out & carouse at 10gp/caster level rather than be antisocial murderhobos & give characters something to spend money on while making remote outposts & "lets camp in this closet" difficult in ways that encourage giving forethought in spell use. There would be the added benefit of shifting "the long rest was interrupted" grand central station type forest trying to squeeze in 6 encounters per long rest to what could be a couple days for things to stumble on the party & not get nova'd to dust because the whole point in sitting around is to recover those same resources. Of course a very active town like Sharn, Waterdeep, or whatever capable of supporting an urban campaign long term might be much more expensive, have a slower recovery rate while carousing, or require more involved things than going out & getting smashed with whomever is at a bar :D Making wands valuable as daily driver type magic item tools on par with how martial types really value a magic weapon (especially a nice one) would be an added benefit. Wands can shift their recover x each day to recover x per long or short rest with waiting around not counting as a rest & shift to using the caster's DC even if they say they have a set dc. Pact magic would continue to work as normal since it has minimal slots & the fast recovery fits how warlock is themed. Anything I miss, ripple effects in need of cinsideration, thoughts, etc? [/QUOTE]
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Lets talk about getting rid of "recover all spell slots on a long rest"
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