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Long or short rests? What is better?
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<blockquote data-quote="DaviMMS" data-source="post: 7121723" data-attributes="member: 6871301"><p>DnD 5e is definitively not balanced for 1 fight per long rest. If you like mainly doing 1 or 2 fights per day, a long rest system is exactly the opposite of what I would want (at least in the way it is implemented currently). You could certainly balance a game around only 1 fight per long rest, but I think that would highly displease a good percentage of the player base.</p><p></p><p>The game should be able to accommodate easily the days with 1 fight and the days with 8 fights, and a short rest system does that much better IMO. If you try to make a typical dungeon run in a game balanced around 1 fight per long rest the PCs would probably have to stop and fall back to sleep around the 2nd or 3rd room of the dungeon so they don’t die, leading to the infamous 5-minute work day. 1 fight per day is not what I would call a “DnD Standard Experience”, although it is quite common.</p><p></p><p>And if you balance it around more fights (like the current 6-8 encounters per long rest), your 1 fight days will probably become too easy unless you start to put fights that should be above the characters pay grade, but become possible because the PCs can just go nova every round. It leads to no resource management. Just use your most powerful option every round or you’re going to die.</p><p></p><p>I think short rest balanced game does it better because you can just make your 1 fight every day without worrying about the players going nova every turn, and when you want to put more fights without rests, just put some kind of time restraint or interrupt it while your players are trying to rest.</p></blockquote><p></p>
[QUOTE="DaviMMS, post: 7121723, member: 6871301"] DnD 5e is definitively not balanced for 1 fight per long rest. If you like mainly doing 1 or 2 fights per day, a long rest system is exactly the opposite of what I would want (at least in the way it is implemented currently). You could certainly balance a game around only 1 fight per long rest, but I think that would highly displease a good percentage of the player base. The game should be able to accommodate easily the days with 1 fight and the days with 8 fights, and a short rest system does that much better IMO. If you try to make a typical dungeon run in a game balanced around 1 fight per long rest the PCs would probably have to stop and fall back to sleep around the 2nd or 3rd room of the dungeon so they don’t die, leading to the infamous 5-minute work day. 1 fight per day is not what I would call a “DnD Standard Experience”, although it is quite common. And if you balance it around more fights (like the current 6-8 encounters per long rest), your 1 fight days will probably become too easy unless you start to put fights that should be above the characters pay grade, but become possible because the PCs can just go nova every round. It leads to no resource management. Just use your most powerful option every round or you’re going to die. I think short rest balanced game does it better because you can just make your 1 fight every day without worrying about the players going nova every turn, and when you want to put more fights without rests, just put some kind of time restraint or interrupt it while your players are trying to rest. [/QUOTE]
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Long or short rests? What is better?
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