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General Tabletop Discussion
*Dungeons & Dragons
Lets talk about getting rid of "recover all spell slots on a long rest"
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<blockquote data-quote="Don Durito" data-source="post: 7926930" data-attributes="member: 6687260"><p>First 10mins a level isn't really that punitive. It's not serious enough to really make tracking the time all that relevant. A 20th level wizard would still get all their spells back after about 15 hours of study. It's not too different to the reasonably common, from what I can see, long rest variant of 36hours. Which seems simpler. And for most of the length of time of most campaigns it's only a few extra hours. At level 9 it takes 6 hours to recover all your spells (and if you can rest for eight hours you can probably most of the time manage 14)</p><p></p><p>It also turns 1st and 2nd level wizards into effectively short rest classes.</p><p></p><p>People are praising 1e a little too much for this. If you want to do this I think you have to lengthen the time somewhat - I'd go for something easy to track like 30 minutes per spell per level or 1 hr. For the former, that's an extra 18 hours to recover all spells, and for the latter 36 at level 9. This is getting more serious*.</p><p></p><p>The big thing to consider is what you want to do with Arcane Recovery and the Druid equivalent - as if not all spells are recovered overnight they become effectively a very cheap method to get few more and disrupt class balance with classes that don't get a similar power (it's crap like this which really gives the lie to whole notion that 5e is a modular and easily hacked system - everything you do affects something else). One way to somewhat mitigate this is to say that these powers can only recover slots that have been spent the same day.</p><p></p><p>Another option is to treat spell slots like HD and say you only recover half during a single long rest. Just calculate it by caster level. So at level 1 you recover 1 spellslot; level 2: 2; Level 5:10 and at level 20 you recover 45.</p><p></p><p>Personally I think the solution needs to be tailored to main activity in the campaign.</p><p>For dungeon crawling I wouldn't change anything.</p><p>For wilderness exploration I would use a kind of rough rest as I mentioned in the other thread, where you recover some things (basically spell slots equal to arcane recovery amount and 1 HD).</p><p>For a primarily urban adventure I would consider upping spellslot recovery times to 30 minutes or 1hr.</p><p>For mixed campaigns, I'd be going with the variant that matches what I would consider to be the bulk of the activity.</p><p></p><p>*Yes, it's fiddly, but I can't help thinking that people who play primary casters really need to be able to deal with fiddly, or they'll just be slowing the game down for everyone else anyway. In any case, if the fiddliness is going to be worth it, then the length of time has to be significant enough to make tracking it worthwhile.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7926930, member: 6687260"] First 10mins a level isn't really that punitive. It's not serious enough to really make tracking the time all that relevant. A 20th level wizard would still get all their spells back after about 15 hours of study. It's not too different to the reasonably common, from what I can see, long rest variant of 36hours. Which seems simpler. And for most of the length of time of most campaigns it's only a few extra hours. At level 9 it takes 6 hours to recover all your spells (and if you can rest for eight hours you can probably most of the time manage 14) It also turns 1st and 2nd level wizards into effectively short rest classes. People are praising 1e a little too much for this. If you want to do this I think you have to lengthen the time somewhat - I'd go for something easy to track like 30 minutes per spell per level or 1 hr. For the former, that's an extra 18 hours to recover all spells, and for the latter 36 at level 9. This is getting more serious*. The big thing to consider is what you want to do with Arcane Recovery and the Druid equivalent - as if not all spells are recovered overnight they become effectively a very cheap method to get few more and disrupt class balance with classes that don't get a similar power (it's crap like this which really gives the lie to whole notion that 5e is a modular and easily hacked system - everything you do affects something else). One way to somewhat mitigate this is to say that these powers can only recover slots that have been spent the same day. Another option is to treat spell slots like HD and say you only recover half during a single long rest. Just calculate it by caster level. So at level 1 you recover 1 spellslot; level 2: 2; Level 5:10 and at level 20 you recover 45. Personally I think the solution needs to be tailored to main activity in the campaign. For dungeon crawling I wouldn't change anything. For wilderness exploration I would use a kind of rough rest as I mentioned in the other thread, where you recover some things (basically spell slots equal to arcane recovery amount and 1 HD). For a primarily urban adventure I would consider upping spellslot recovery times to 30 minutes or 1hr. For mixed campaigns, I'd be going with the variant that matches what I would consider to be the bulk of the activity. *Yes, it's fiddly, but I can't help thinking that people who play primary casters really need to be able to deal with fiddly, or they'll just be slowing the game down for everyone else anyway. In any case, if the fiddliness is going to be worth it, then the length of time has to be significant enough to make tracking it worthwhile. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Lets talk about getting rid of "recover all spell slots on a long rest"
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