Why would that necessarily be caused by longer rests, though? The same would happen with any rest length if there are too many encounters between rests.One of the problems I would see with moving a long rest to weekly and a short rest to daily, for instance, is that you are not going to be doing much beyond your most basic attacks the majority of the time. You end up with the fighter swinging, and the mage cantriping, etc. Occasionally you get to actually action-surge, or rage, or cast a spell. But the majority of the time you don't get any of that stuff.
This really depends on the adventure you are playing. In my current campaign one encounter per day is the norm. Mostly because I don't do dungeon crawls.One of the problems I would see with moving a long rest to weekly and a short rest to daily, for instance, is that you are not going to be doing much beyond your most basic attacks the majority of the time. You end up with the fighter swinging, and the mage cantriping, etc. Occasionally you get to actually action-surge, or rage, or cast a spell. But the majority of the time you don't get any of that stuff. (Of course, in the playtest packets, the rogue would make out like a bandit (heh) because all of his abilities are at-will.)
Now, I actually like an older 2e kind of feel, but I think that's a bit extreme for my tastes. It just no longer feels like D&D to me when spell resources and stuff are weekly. Not saying at all that it's a bad option for those who like it, but I think it really changes the entire feel of the game.
Just FYI, a lot of 4e posters on these boards use an extended rest cycle of much longer than 1 day. For instance, in my 4e game the PCs can't take an extended rest when they are trekking through the Underdark unless they conjure a Hallowed Temple or find accommodation in a town or citadel.Something immediately caught my attention when Mearls gave the example that someone may dial short rest to 8 hours and long rest to one week...
Many DMs may want to have such long extended rest for the purpose of natural healing, if they want to describe HP and damage as mostly physical wounds, and want more realistic natural healing rates to match.
OTOH extended rest also means refreshing spells and other daily abilities, which then becomes weekly abilities. This has a HUGE effect on adventure pacing!
I would definitely be interesting in trying out a game like that, where you have to save your spells or rage etc. for days to come! But clearly, nearly every gaming would find such an idea too weird and hard to play
Absolutely!What you absolutely want to avoid is leaving HP and "daily" abilities on different timers.
One of the problems I would see with moving a long rest to weekly and a short rest to daily, for instance, is that you are not going to be doing much beyond your most basic attacks the majority of the time.
I agree with Blackbrrd on this one. If you're slowing down the recovery rate like that, presumably the idea is that the whole game will take on a slower-paced approach.This really depends on the adventure you are playing.
I do agree with you, getting back spells in the morning is D&D. Moving to once week is quite viable for some campaigns, but doesn't feel like D&D.I guess it isn't an issue for me because of how I run a generally simulationist adventuring environment. On the other hand, changing how often spells are regained feels wrong--getting back spells in the morning is too D&D ingrained for me. And things like the 5e fighter's action surge seem weird if you can only use them once per week.
Mid-campaign, or mid-adventure?[MENTION=2067]Kamikaze Midget[/MENTION]Just so we're on the same page, have your party ever moved from having a healer to not or visa versa, mid-campaign? Because that's where it turned into a train wreck for me.
Another difference might be that the players here are often running more than one character in the party at a time - our average party size is about 8-10 for 4-5 players - so there's always room to chuck in another Cleric or Druid.I've had plenty of campaigns where it never caused a problem as well, but that's because either nobody played a cleric (basically all of 2nd Edition) or the party had a cleric the whole time (most of 3rd and Pathfinder). Going from no healer to healer was complete mess, though.
Or, the party might have to accept they're not going to get the job done this time; or if they do it's really going to hurt.I haven't seen the reverse, but if the cleric in my current game died and was replaced by a non-healer, I'd have to do some fancy footwork to not destroy the campaign. "Lulz, sorry guys, the evil archmage's plans are actually a couple months out rather than a few days" wouldn't cut it, so I'd probably need to sneak in an NPC or bunch of healing items... which is a pretty dubious thing to pull right after the party loses its healer, in my opinion.
Many a time I've seen the casters say "OK, we're set, let's go!" when some of the front-liners are still far from fit shape - usually followed by a debate which sometimes the casters win and sometimes the front-liners win. But the time difference is what sparks the debate.I don't see a functional difference, honestly. Either the casters wait up for everyone to heal up (like happens without a healer) or the party's healed up as soon as the casters are ready (like happens with a healer). It just makes those two the same time, so you can switch back and forth.