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Long Rests vs Short Rests
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<blockquote data-quote="Steampunkette" data-source="post: 8267887" data-attributes="member: 6796468"><p>For myself.. neither.</p><p></p><p>What I -do- feel is that every single class should have abilities that recover on short rests and other abilities that recover on long rests. Like Warlocks. Or Wizards.</p><p></p><p>Arcane Recovery allows wizards to recover lower-level spell slots on a short rest. The issue is that many D&D players get access to higher level spells and just -stop casting- the lower level ones altogether. Even proclaiming "I'm out of Spells" when they've got spell slots under 3rd level remaining.</p><p></p><p>Scorching Ray was good enough for you at 6th level, Andrew, is she not good enough for you, NOW?!</p><p></p><p>Consider changing how rests work in general. For my campaigns I have 3 different types of rests.</p><p></p><p>1) Short Rest. 5 minutes, recover short rest abilities, expend hit dice. </p><p>2) Long Rest. 8 hours, recover long rest abilities and Proficiency Bonus in hit dice, expend hit dice.</p><p>3) Full Rest. 3 days or more in a town or other safe haven. Recover all hit dice, hit points, and abilities.</p><p></p><p>At level 1 a Long Rest and a Full Rest are basically interchangeable since you can take a long rest, use one of the 2 hit dice you would recover (But your cap is 1 hit dice by your level) and still have "Full" hit dice as you toddle on your merry way.</p><p></p><p>But the higher and higher your level gets, the more you need those Full Rests to recover yourself, fully.</p><p></p><p>I find it creates a stronger and more immediate narrative for players when short rests are just brief pauses to restore themselves in a time-intensive crunch. It also makes healing magic a -touch- less needed for most campaigns. It also encourages players to use lots of short-rest abilities like Ki Points and low level Wizard Spell Slots rather than just their high end tools.</p><p></p><p>For characters like Sorcerers or Fighters, Barbarians and Rogues, it leaves them underserved outside of the easier access of hit dice expenditures. So I typically either create subsystems or change functionality to let them recover things. I'm particularly eager for LevelUp's Exertion for this reason, in fact, as it gives Rangers, Rogues, Paladins, Barbarians, and Fighters all a short-rest recovery mechanic.</p><p></p><p>For Sorcerers I normally just let them burn a hit dice to roll for sorcery point recovery.</p><p></p><p>So far it's worked pretty well.</p><p></p><p>(I do not have a player named Andrew, it's just a fun name for these hypothetical and rhetorical questions)</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8267887, member: 6796468"] For myself.. neither. What I -do- feel is that every single class should have abilities that recover on short rests and other abilities that recover on long rests. Like Warlocks. Or Wizards. Arcane Recovery allows wizards to recover lower-level spell slots on a short rest. The issue is that many D&D players get access to higher level spells and just -stop casting- the lower level ones altogether. Even proclaiming "I'm out of Spells" when they've got spell slots under 3rd level remaining. Scorching Ray was good enough for you at 6th level, Andrew, is she not good enough for you, NOW?! Consider changing how rests work in general. For my campaigns I have 3 different types of rests. 1) Short Rest. 5 minutes, recover short rest abilities, expend hit dice. 2) Long Rest. 8 hours, recover long rest abilities and Proficiency Bonus in hit dice, expend hit dice. 3) Full Rest. 3 days or more in a town or other safe haven. Recover all hit dice, hit points, and abilities. At level 1 a Long Rest and a Full Rest are basically interchangeable since you can take a long rest, use one of the 2 hit dice you would recover (But your cap is 1 hit dice by your level) and still have "Full" hit dice as you toddle on your merry way. But the higher and higher your level gets, the more you need those Full Rests to recover yourself, fully. I find it creates a stronger and more immediate narrative for players when short rests are just brief pauses to restore themselves in a time-intensive crunch. It also makes healing magic a -touch- less needed for most campaigns. It also encourages players to use lots of short-rest abilities like Ki Points and low level Wizard Spell Slots rather than just their high end tools. For characters like Sorcerers or Fighters, Barbarians and Rogues, it leaves them underserved outside of the easier access of hit dice expenditures. So I typically either create subsystems or change functionality to let them recover things. I'm particularly eager for LevelUp's Exertion for this reason, in fact, as it gives Rangers, Rogues, Paladins, Barbarians, and Fighters all a short-rest recovery mechanic. For Sorcerers I normally just let them burn a hit dice to roll for sorcery point recovery. So far it's worked pretty well. (I do not have a player named Andrew, it's just a fun name for these hypothetical and rhetorical questions) [/QUOTE]
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