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Making 5E a short rest game
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<blockquote data-quote="Tony Vargas" data-source="post: 7107233" data-attributes="member: 996"><p>There's no risk of perfect balance, as it can't be achieved. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> (Though what's often presented as 'perfect balance' - no difference among the available player-facing choices - is, in my book, just a different case of imbalance, functionally identical to having only one viable choice, which is the extreme case of imbalance.) </p><p></p><p>You can dislike balance for any number of reasons (some of them downright nefarious, some merely pragmatic), but it doesn't make games bad for everyone. </p><p></p><p> There's plenty of pressure for that, as it is, not to mention for the 5MWD. Always has been, in D&D. That's what limited use mechanics get you. Giving all classes some parity in such resources does mean that the campaign can be paced however the DM wants, without wrecking balance (assuming any available to wreck in the first place) within the party, even if it makes balancing encounters an extra factor for the DM to consider. (Consistent campaign pacing would, once the DM was used to it, hardly make a difference to how hard it was to come up with challenging/balanced encounters, but you'd probably want to adjust exp, too, to get the advancement you want to go with that pacing.)</p><p></p><p></p><p> Sounds like a plausible way to go. The more you err on the side of giving classes comparatively similar resources at each recharge point - at-will, encounter, short rest, long rest, daily, 1/2-on-a-rest - the less /class/ balance or balance amongst abilities with different recharge points will matter (and the more balance among abilities of the same availability will matter).</p><p></p><p> Invocations bring a little more depth to at-will abilities, I suppose.</p><p></p><p> Everyone can use HD, and most classes get something on a short rest. </p><p></p><p> That's conventional wisdom I don't tend to much disagree with, but maybe it could do with being examined. 5e /does/ have HD and overnight healing, and Clerics (and anyone else with Cure Wounds/Healing Word/etc on their list), only needs to prep or know one or two such spells to see the party through, leaving them open to blowing most/all of their slots on something else if they see good reason to do so. Pacing might thus be dictated less by running out of healing spells, and more by running out of HD and needing that full overnight healing. Spell slot management could end up tuned to that requirement, rather than extending it with healing. </p><p></p><p>Just a thought.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7107233, member: 996"] There's no risk of perfect balance, as it can't be achieved. ;) (Though what's often presented as 'perfect balance' - no difference among the available player-facing choices - is, in my book, just a different case of imbalance, functionally identical to having only one viable choice, which is the extreme case of imbalance.) You can dislike balance for any number of reasons (some of them downright nefarious, some merely pragmatic), but it doesn't make games bad for everyone. There's plenty of pressure for that, as it is, not to mention for the 5MWD. Always has been, in D&D. That's what limited use mechanics get you. Giving all classes some parity in such resources does mean that the campaign can be paced however the DM wants, without wrecking balance (assuming any available to wreck in the first place) within the party, even if it makes balancing encounters an extra factor for the DM to consider. (Consistent campaign pacing would, once the DM was used to it, hardly make a difference to how hard it was to come up with challenging/balanced encounters, but you'd probably want to adjust exp, too, to get the advancement you want to go with that pacing.) Sounds like a plausible way to go. The more you err on the side of giving classes comparatively similar resources at each recharge point - at-will, encounter, short rest, long rest, daily, 1/2-on-a-rest - the less /class/ balance or balance amongst abilities with different recharge points will matter (and the more balance among abilities of the same availability will matter). Invocations bring a little more depth to at-will abilities, I suppose. Everyone can use HD, and most classes get something on a short rest. That's conventional wisdom I don't tend to much disagree with, but maybe it could do with being examined. 5e /does/ have HD and overnight healing, and Clerics (and anyone else with Cure Wounds/Healing Word/etc on their list), only needs to prep or know one or two such spells to see the party through, leaving them open to blowing most/all of their slots on something else if they see good reason to do so. Pacing might thus be dictated less by running out of healing spells, and more by running out of HD and needing that full overnight healing. Spell slot management could end up tuned to that requirement, rather than extending it with healing. Just a thought. [/QUOTE]
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