D&D 5E Long Rests vs Short Rests

Would you rather have all abilities recover on a:

  • Short Rest

    Votes: 23 32.9%
  • Long Rest

    Votes: 47 67.1%

tetrasodium

Legend
Supporter
Perhaps its just my awful memory but when it comes to balancing lore, background, cooperation, and timelines, my notes become burdened and my brain begins to lose track. Adding spells with descriptions that can't be summarized with something like "8d6 Lightning, Action, VSM, Line 100ft" is difficult to keep in my notes and in my head.

I get that its a personal experience, but I put a huge emphasis on mental fatigue from playing a class when I decide whether its a good class or not.
I can explain a simple method of what I described.If your playing with a laptop or tablet it's easier because you can have it open in searchable form while playing & I'll get into if not after because the first part is the same

copy the spells out of whatever format you are using (ie pdf, dndbeyond, dead tree) into a word doc or PDF, format it in any way that seems logical. Open the resulting file alongside your character sheet while playing so it;s there in another window or tab
If you aren't using a laptop or tablet (phone will be too small & just add frustration) you can make the spellbook & either plonk the pages in a 3 ring binder type thing or just take it to a print shop like staples to have it spiral bound .

GM'ing tends to make picking up what spells do mentally a bit easier when playing. Everyone seems to have their own method, but building your own spellbook with the spell descriptions seems to make a big difference from what I notice in players
 

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Alright, here is a 7th level wizard spell list. Go to work people!

Prepared Spells (Adventuring Day)
*Remember that Wizard's have automatic access to ritual spells. We will assume 11 spells prepared (aka 18 int)

1st level - Mage Armor, Grease, Shield... Comprehend Languages, Detect Magic, Find Familiar, Unseen Servant
2nd level - Scorching Ray, Mirror Image, Misty Step, Web...Augury
3rd level - Dispel Magic, Fireball... Leomund's Tiny Hut, Water Breathing
4th level - Banishment, Evard's Black Tentacles

You have 18 spells prepared there. Ill presume the 6 ritual spells listed are not actually prepared (and thus can not be cast 'normally'), but are just noted for completeness.

Also, your maximum spells prepared at this level is 12 (presuming Int 20, which you can only have at 7th level with point buy if you're a C-lineage with an Int half feat for a Starting Int of 18 at 1st, and then bumped Int by another +2 at 4th)

Now please do your Race (must be C-lineage with an Int half feat for reasons noted above) ability scores, skills, and background.

Again @tetrasodium has the adventure already.
 

Asisreo

Patron Badass
I can explain a simple method of what I described.If your playing with a laptop or tablet it's easier because you can have it open in searchable form while playing & I'll get into if not after because the first part is the same

copy the spells out of whatever format you are using (ie pdf, dndbeyond, dead tree) into a word doc or PDF, format it in any way that seems logical. Open the resulting file alongside your character sheet while playing so it;s there in another window or tab
If you aren't using a laptop or tablet (phone will be too small & just add frustration) you can make the spellbook & either plonk the pages in a 3 ring binder type thing or just take it to a print shop like staples to have it spiral bound .

GM'ing tends to make picking up what spells do mentally a bit easier when playing. Everyone seems to have their own method, but building your own spellbook with the spell descriptions seems to make a big difference from what I notice in players
Is it sad that I usually am using an online assistant? Things like OneNote or Roll20 character sheets.

I also GM far more than I play and the only thing helping my memory there is that things are so interconnected most of the time that the very act of describing a location reminds me of its history and lore without reading the descriptions.

But my DM notes are also kinda messy, too.
 

tetrasodium

Legend
Supporter
Is it sad that I usually am using an online assistant? Things like OneNote or Roll20 character sheets.

I also GM far more than I play and the only thing helping my memory there is that things are so interconnected most of the time that the very act of describing a location reminds me of its history and lore without reading the descriptions.

But my DM notes are also kinda messy, too.
I use onenote for notes! :D My DM notes include a lot of fate style aspects to help with my sanity & ease of juggling it all. I only go deep like that with custom PDFs & stuff as a player
 

Stalker0

Legend
You have 18 spells prepared there. Ill presume the 6 ritual spells listed are not actually prepared (and thus can not be cast 'normally'), but are just noted for completeness.

Also, your maximum spells prepared at this level is 12 (presuming Int 20, which you can only have at 7th level with point buy if you're a C-lineage with an Int half feat for a Starting Int of 18 at 1st, and then bumped Int by another +2 at 4th)
I recounted twice, I see 11 prepared spells and 7 ritual spells. I assumed an 18 int which was in the post, so that should be kosher.

Stat Buy Array: 15, 15, 12, 11, 10, 8

Variant Human
Str: 8
Dex: 12
Con: 16 (15 base, +1 race)
Int: 18 (15 base, +1 race, +2 4th level)
Wis: 11
Cha: 10

Background: Noble

Skills:
Arcana +7
History (from BG) + 7
Investigation +7
Persuasion (from BG) +3
Perception (from race) +3

Feat: War Caster


So just ye old standard wizard, nothing weird or super fancy.
 
Last edited:

I recounted twice, I see 11 prepared spells and 7 ritual spells. I assumed an 18 int which was in the post, so that should be kosher.

Stat Buy Array: 15, 15, 12, 11, 10, 8

Variant Human
Str: 8
Dex: 12
Con: 16 (15 base, +1 race)
Int: 18 (15 base, +1 race, +2 4th level)
Wis: 11
Cha: 10

Background: Noble

Skills:
Arcana +7
History (from BG) + 7
Investigation +7
Persuasion (from BG) +3
Perception (from race) +3

Feat: War Caster


So just ye old standard wizard, nothing weird or super fancy.

Thanks mate - perfect!

Adventure to follow.
 


OK @Stalker0

Again, I'll presume your AD spell load out, because this is going to be an AD.
-----
You're lounging around in Town with the rest of your party, after a previous successful adventure, when Bob, the Cleric PC (and your good friend) bursts into the Tavern.

Bob: Guys - We've been summonsed to the Temple on important Church business. Apparently the town is in great danger... Grab your stuff and lets go!

On arriving at the temple, you're ushered into the private chambers of the High Priest, who explains to you the dilemma - An evil Wizard named Bargle the infamous has broken into the Temples forbidden library, and stolen a tome of foul Daemonic magic. The Priests Divination and Augury spells have determined that he intends to use the Evil Tome to complete a foul ritual at midnight of Winter equinox... in just 9 hours time!

If successful, he will release a powerful Demon Lord into the Prime material, dooming the town and all around the area.

The Priests have determined his location - a ruined demonic temple, roughly 6 hours ride to the North.
 

After explaining this to you, he implores you to help the Town and the Temple. Time is of the essence!

After he finishes explaining this to you, he pauses, looking you all over intently.

What do you do?
 

From the Adventure Notes, which I've fleshed out a bit:

This is your first social encounter (with some exploration by way of Int checks):

A DC 15 Insight check reveals the High Priest wants to help the PCs in their quest but is holding back on resources (in actual fact he is holding back potions of healing, in case the PCs fail, and to help the Townsfolk out should the Demon get free)
A DC 20 Persuasion check if the PCs ask for assistance, convinces the Cleric to provide the PCs with 10 healing potions for the quest. Grant advantage to anyone who made the Insight check above. PCs can also Intimidate him at the same DC, but risk falling out of favor with the Church (and angering Bob the PC Cleric) in the process.
A DC 15 History check reveals that Bargle is famous in the area as an evil-doer and powerful mage who is wanted by the local authorities, with a hefty bounty on his head (5,000gp).
A DC 15 Arcana check (by a PC who succeeds on the History check) reveals he is a failed archmage (and capable of casting 7th level spells!)

Leaving aside skill checks, is there anything you can do with your magic here?

Otherwise, I would be most inclined to say you pass both Int checks (History and Arcana) providing the PCs with the relevant Lore and info on Bargle. You likely fail the Insight (+0) and Persuasion or Intimidate checks (+3/+0) with the party 'Face' being better here.
 

Stalker0

Legend
From the Adventure Notes, which I've fleshed out a bit:

This is your first social encounter (with some exploration by way of Int checks):

A DC 15 Insight check reveals the High Priest wants to help the PCs in their quest but is holding back on resources (in actual fact he is holding back potions of healing, in case the PCs fail, and to help the Townsfolk out should the Demon get free)
A DC 20 Persuasion check if the PCs ask for assistance, convinces the Cleric to provide the PCs with 10 healing potions for the quest. Grant advantage to anyone who made the Insight check above. PCs can also Intimidate him at the same DC, but risk falling out of favor with the Church (and angering Bob the PC Cleric) in the process.
A DC 15 History check reveals that Bargle is famous in the area as an evil-doer and powerful mage who is wanted by the local authorities, with a hefty bounty on his head (5,000gp).
A DC 15 Arcana check (by a PC who succeeds on the History check) reveals he is a failed archmage (and capable of casting 7th level spells!)

Leaving aside skill checks, is there anything you can do with your magic here?

Otherwise, I would be most inclined to say you pass both Int checks (History and Arcana) providing the PCs with the relevant Lore and info on Bargle. You likely fail the Insight (+0) and Persuasion or Intimidate checks (+3/+0) with the party 'Face' being better here.
Agreed on the skills. I’ll go ahead and ritual cast water breathing while the party face convinces the priest to provide us horses, after all with such a short timeframe expecting us to go out on foot would be downright silly. Normally I would always just have that on the party but since it was a break day we will say I hadn’t cast it yet
 

Agreed on the skills. I’ll go ahead and ritual cast water breathing while the party face convinces the priest to provide us horses, after all with such a short timeframe expecting us to go out on foot would be downright silly. Normally I would always just have that on the party but since it was a break day we will say I hadn’t cast it yet
The church has horses for anyone that lacks them. It's roughly a 5-6 hour ride, leaving you all 3-4 hours to adventure/ short rest.
 

@Stalker0

Waterbreathing is (ritual) cast on all PCs while you make your preparations.

Full of grim resolve, your party start riding North to the Temple to confront Bargle and stop his evil machinations.

Other than riding in formation with the other PCs is there anything particular you do on the ride to the Temple 'Wizard' wise?
 

The terrain North of Town is craggy and heavily forested. There is little in the way of farms out here. Visibility is roughly 100' at the best of times due to the heavy foliage and craggy spires that dominate the landscape.

Occasionally you get a better view of up to 300' when the terrain opens up a bit, and in the thicker forested areas, it drops to 60'

The temple is at the base of a mountain, with a major river crossing at the midway point. Your maps reveal an ancient bridge creates a crossing, which is what you are now aiming for, following an overgrown track towards it, that then leads onwards to the temple.
 

Stalker0

Legend
The terrain North of Town is craggy and heavily forested. There is little in the way of farms out here. Visibility is roughly 100' at the best of times due to the heavy foliage and craggy spires that dominate the landscape.

Occasionally you get a better view of up to 300' when the terrain opens up a bit, and in the thicker forested areas, it drops to 60'

The temple is at the base of a mountain, with a major river crossing at the midway point. Your maps reveal an ancient bridge creates a crossing, which is what you are now aiming for, following an overgrown track towards it, that then leads onwards to the temple.
I will cast an augury as we get closer to see if crossing the bridge is a good way to get to the temple.
 


I'll assume not.

Ok, lets continue:

After about an hour of hard riding on the trail, through the foggy forested crags, your party rounds the bend facing a large (100' across) rocky clearing, surrounded by crags on either side. The trail continues to the north on the far side.

Your galloping horses rear up suddenly bringing you to a halt, as you notice scattered in the clearing, several Hobgoblins lurk, heavily armed and armored, using the rocks in the clearing as cover.

One, more heavily armored than the rest, and with an air of authority about him, steps forward, roughly 20' in front of his companions, and (pointing at the Fighter) demands a one on one trial by combat!

What do you do?
 

For the record, you haven't yet cast Mage Armor (presumably because the ruins were 9 hours away), so your AC at the moment is 14 (+1 Dex, +1 Ring of Prot, +2 Bracers of Armor).
 

Stalker0

Legend
For the record, you haven't yet cast Mage Armor (presumably because the ruins were 9 hours away), so your AC at the moment is 14 (+1 Dex, +1 Ring of Prot, +2 Bracers of Armor).
Ah good point. I think 2 hours from the place makes sense to cast it.

How many and how clumped up are the hobgoblins? Also....probably best to take this to a separate thread at this point so we don't clog this thread up even further.
 

How many and how clumped up are the hobgoblins?

There appear to be nine of them, including the boss.

You could catch probably half a dozen in a fireball, or 4 plus the boss (he's standing forward of the rest). Fewer with a spell with a different radius.

They do have cover (aside from the boss).
 

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