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Long Rests vs Short Rests
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<blockquote data-quote="Xetheral" data-source="post: 8262430" data-attributes="member: 6802765"><p>My issue with short and long rests is that having two types of rests changes pacing from a one-variable balancing act (encounters per day) into a three-variable balancing act (encounters per short rest, encounters per long rest, and short rests per long rest). (Normally that would only be two free variables, since the third is completely determined by the other two, but since the distribution of each variable matters in addition to the mean value, all three remain relevant.)</p><p></p><p>At my table characters regularly get three short rests per day at meal times (plus whatever others they take), but encounters are basically never evenly distributed between those short rests. Intense, multi-encounter action sequences rarely allow for an hour's break in the middle. And having multiple, unrelated combat encounters evenly distributed during the day seems quite bizarre to me. And no, I don't consider non-combat encounters relevant to this analysis, because some of the short rest classes don't <em>have</em> non-combat uses for their limited-use resources (e.g. Battlemasters).</p><p></p><p>My preference would be to switch to long rests. A conversion formula from short to long rests makes sense for some abilities, like Wildshape, but for others I'd rather just make some of the short rest resources into some sort of at-will ability. Battlemasters Fighters, and (non-spellcasting) Monks stand out as examples where maneuvers and ki could be switched to at-will (possibly including a per-turn limit like Rogue's Sneak Attack) without producing balance concerns with other classes. (Balance between subclasses within those classes would need to be reworked.)</p><p></p><p>Warlock is the trickiest to convert, since one of the appeals of the class (particularly for Elves and/or Great Old One warlocks) is taking utility spells that can be spammed (e.g. <em>Unseen Servant</em>, <em>Suggestion</em>, <em>Phantasmal Force</em>, <em>Detect Thoughts</em>, <em>Clairvoyance</em>, <em>Sending</em>, <em>Scrying</em>) and using them casually at mealtimes and during days with stretches of activity low-key enough to count as repeated short rests. (For an Elf, that includes waiting for your party to finish their long rests.) Conversion to an exclusive long-rest model would remove that mode of play, which I would consider undesirable. I don't have a good solution here.</p></blockquote><p></p>
[QUOTE="Xetheral, post: 8262430, member: 6802765"] My issue with short and long rests is that having two types of rests changes pacing from a one-variable balancing act (encounters per day) into a three-variable balancing act (encounters per short rest, encounters per long rest, and short rests per long rest). (Normally that would only be two free variables, since the third is completely determined by the other two, but since the distribution of each variable matters in addition to the mean value, all three remain relevant.) At my table characters regularly get three short rests per day at meal times (plus whatever others they take), but encounters are basically never evenly distributed between those short rests. Intense, multi-encounter action sequences rarely allow for an hour's break in the middle. And having multiple, unrelated combat encounters evenly distributed during the day seems quite bizarre to me. And no, I don't consider non-combat encounters relevant to this analysis, because some of the short rest classes don't [I]have[/I] non-combat uses for their limited-use resources (e.g. Battlemasters). My preference would be to switch to long rests. A conversion formula from short to long rests makes sense for some abilities, like Wildshape, but for others I'd rather just make some of the short rest resources into some sort of at-will ability. Battlemasters Fighters, and (non-spellcasting) Monks stand out as examples where maneuvers and ki could be switched to at-will (possibly including a per-turn limit like Rogue's Sneak Attack) without producing balance concerns with other classes. (Balance between subclasses within those classes would need to be reworked.) Warlock is the trickiest to convert, since one of the appeals of the class (particularly for Elves and/or Great Old One warlocks) is taking utility spells that can be spammed (e.g. [I]Unseen Servant[/I], [I]Suggestion[/I], [I]Phantasmal Force[/I], [I]Detect Thoughts[/I], [I]Clairvoyance[/I], [I]Sending[/I], [I]Scrying[/I]) and using them casually at mealtimes and during days with stretches of activity low-key enough to count as repeated short rests. (For an Elf, that includes waiting for your party to finish their long rests.) Conversion to an exclusive long-rest model would remove that mode of play, which I would consider undesirable. I don't have a good solution here. [/QUOTE]
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