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General Tabletop Discussion
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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="toucanbuzz" data-source="post: 7927369" data-attributes="member: 19270"><p>Tring to be constructive here.</p><p></p><p>First and foremost, if the goal is to make D&D 5E <strong>more challenging,</strong> longer spell recovery times isn't going to do it. I say this with certainty: unless every single one of your adventures has a mechanic where parties can't rest longer than 8 hours (or whatever your long rest is), players aren't going to adventure at 1/2 power. It's ingrained into us, and having DM'd AD&D for over a decade, the extra time didn't matter. Players will wait. </p><p></p><p>So why did they do it? Well, in AD&D, spells were super powerful, game changers. To counter their use, long recovery periods were implemented (hint: didn't work). If we don't like the idea casters can "nova" their way through the adventuring day, just make the day longer. Throw more challenges. Redefine monsters to their original form (remember the days golems were immune to magic? Go ahead, change them. While D&D has made pansies of quite a few iconic creatures, you don't have to follow suit.)</p><p></p><p>If you're looking to make rest more precious, there's been some great ideas tossed out here. Personally, I'm currently running <em>Tamoachan. </em>It's a meatgrinder because there's no place to get a safe rest. Once that became apparent, the casters began jealously preserving those precious 3rd level slots until it was a matter of life and death, no question. But, I can't do that for every adventuring day. </p><p></p><p>So, I see your point in wanting to discourage players from nova-ing their way through the day. And that's where Tamoachan makes its points. Some day, you might not be able to do what you did the day before. As the DM, you need to know I might run you through a marathon today, I might not. I might or might not follow the 6-8 encounters per day formula (which is silly, btw, to create that expectation). So, burn through your resources in a handful of encounters at your own risk.</p><p></p><p>That's how I balance out things.</p><p></p><p>Or, perhaps you could make up a spell "exhaustion" mechanic. Use up all spell slots for a level? Get a level of exhaustion or some other penalty (save to avoid).</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 7927369, member: 19270"] Tring to be constructive here. First and foremost, if the goal is to make D&D 5E [B]more challenging,[/B] longer spell recovery times isn't going to do it. I say this with certainty: unless every single one of your adventures has a mechanic where parties can't rest longer than 8 hours (or whatever your long rest is), players aren't going to adventure at 1/2 power. It's ingrained into us, and having DM'd AD&D for over a decade, the extra time didn't matter. Players will wait. So why did they do it? Well, in AD&D, spells were super powerful, game changers. To counter their use, long recovery periods were implemented (hint: didn't work). If we don't like the idea casters can "nova" their way through the adventuring day, just make the day longer. Throw more challenges. Redefine monsters to their original form (remember the days golems were immune to magic? Go ahead, change them. While D&D has made pansies of quite a few iconic creatures, you don't have to follow suit.) If you're looking to make rest more precious, there's been some great ideas tossed out here. Personally, I'm currently running [I]Tamoachan. [/I]It's a meatgrinder because there's no place to get a safe rest. Once that became apparent, the casters began jealously preserving those precious 3rd level slots until it was a matter of life and death, no question. But, I can't do that for every adventuring day. So, I see your point in wanting to discourage players from nova-ing their way through the day. And that's where Tamoachan makes its points. Some day, you might not be able to do what you did the day before. As the DM, you need to know I might run you through a marathon today, I might not. I might or might not follow the 6-8 encounters per day formula (which is silly, btw, to create that expectation). So, burn through your resources in a handful of encounters at your own risk. That's how I balance out things. Or, perhaps you could make up a spell "exhaustion" mechanic. Use up all spell slots for a level? Get a level of exhaustion or some other penalty (save to avoid). [/QUOTE]
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Lets talk about getting rid of "recover all spell slots on a long rest"
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