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Martial/Caster fix.
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<blockquote data-quote="M_Natas" data-source="post: 9587637" data-attributes="member: 7025918"><p>Something like this.</p><p></p><p>5e in 2024 is essentially the same as 5e in 2014. While there have been some tweaks to the classes over time, the underlying design principles remain unchanged. The game’s balance hinges on the number of encounters/rounds of combat, and resource-draining actions (like using up spell slots) that occur between long rests. If you have fewer than about 10 rounds of battle between long rests, full casters (with the exception of warlocks) tend to outshine everyone else. Conversely, when battles extend beyond 20 rounds, martial characters and those who recover resources on a short rest begin to pull ahead. There’s a narrow sweet spot around 10 to 20 rounds where casters and martials are relatively balanced in their damage output.</p><p></p><p>At the core of this issue is the fixed “8-hour long rest” mechanic, which restores all hit points and spell slots. Because this full recovery is available, the optimal strategy for many groups becomes taking a long rest as soon as the casters have expended their best resources. In practice, at many tables, combat is played in short bursts—often fewer than 10 rounds—with extended battles being the exception rather than the norm. Moreover, outside of dungeon delving or other fringe scenarios, having 6 to 8 combat encounters in the span of 24 hours doesn’t fit many adventures; it would feel unrealistic and quickly become a drag.</p><p></p><p>To address this imbalance, Wizards of the Coast would have to fundamentally change the resting mechanic—a change that would require a complete overhaul of the classes, effectively resulting in a new edition of the game. </p><p><strong>Reducing the number of spell slots Casters have would just lead to even more pressure to take a long rest.</strong></p><p></p><p>In the meantime, here are a few potential quick fixes:</p><ol> <li data-xf-list-type="ol">No or Minimal Resource Regeneration: Instead of regaining everything after a long rest, characters could recover only a small amount of hit points and perhaps one of their lowest-level spell slots. Healing and resource recovery would then rely on consumable items like potions. This approach gives the DM the flexibility to balance the game on the fly—for example, reducing the number of mana potions if casters are too powerful, or limiting healing options if martial characters become dominant.</li> <li data-xf-list-type="ol">Gradual Resource Replenishment: Implement a system where resources return gradually rather than all at once. This “gradual gritty realism” system (my own creation) allows for more nuanced resource management and can lead to a more balanced experience. You can check out the rules here: <a href="https://www.dmsguild.com/product/456636/gradual-gritty-realism-resting-rules" target="_blank">Gradual Gritty Realism Resting rules (English and German / Deutsch und Englisch) - Dungeon Masters Guild | Dungeon Masters Guild</a>.</li> <li data-xf-list-type="ol">Adopt the 2014 Gritty Rest Rules: In this variant, a long rest can last up to 7 days. This quick-fix approach forces players to manage their resources carefully throughout an adventure, as a long rest becomes a significant event that typically marks the conclusion of an adventure rather than a routine reset during play. It essentially limits most adventures to one adventuring day—the time between two long rests—requiring more strategic planning and resource management.</li> </ol></blockquote><p></p>
[QUOTE="M_Natas, post: 9587637, member: 7025918"] Something like this. 5e in 2024 is essentially the same as 5e in 2014. While there have been some tweaks to the classes over time, the underlying design principles remain unchanged. The game’s balance hinges on the number of encounters/rounds of combat, and resource-draining actions (like using up spell slots) that occur between long rests. If you have fewer than about 10 rounds of battle between long rests, full casters (with the exception of warlocks) tend to outshine everyone else. Conversely, when battles extend beyond 20 rounds, martial characters and those who recover resources on a short rest begin to pull ahead. There’s a narrow sweet spot around 10 to 20 rounds where casters and martials are relatively balanced in their damage output. At the core of this issue is the fixed “8-hour long rest” mechanic, which restores all hit points and spell slots. Because this full recovery is available, the optimal strategy for many groups becomes taking a long rest as soon as the casters have expended their best resources. In practice, at many tables, combat is played in short bursts—often fewer than 10 rounds—with extended battles being the exception rather than the norm. Moreover, outside of dungeon delving or other fringe scenarios, having 6 to 8 combat encounters in the span of 24 hours doesn’t fit many adventures; it would feel unrealistic and quickly become a drag. To address this imbalance, Wizards of the Coast would have to fundamentally change the resting mechanic—a change that would require a complete overhaul of the classes, effectively resulting in a new edition of the game. [B]Reducing the number of spell slots Casters have would just lead to even more pressure to take a long rest.[/B] In the meantime, here are a few potential quick fixes: [LIST=1] [*]No or Minimal Resource Regeneration: Instead of regaining everything after a long rest, characters could recover only a small amount of hit points and perhaps one of their lowest-level spell slots. Healing and resource recovery would then rely on consumable items like potions. This approach gives the DM the flexibility to balance the game on the fly—for example, reducing the number of mana potions if casters are too powerful, or limiting healing options if martial characters become dominant. [*]Gradual Resource Replenishment: Implement a system where resources return gradually rather than all at once. This “gradual gritty realism” system (my own creation) allows for more nuanced resource management and can lead to a more balanced experience. You can check out the rules here: [URL="https://www.dmsguild.com/product/456636/gradual-gritty-realism-resting-rules"]Gradual Gritty Realism Resting rules (English and German / Deutsch und Englisch) - Dungeon Masters Guild | Dungeon Masters Guild[/URL]. [*]Adopt the 2014 Gritty Rest Rules: In this variant, a long rest can last up to 7 days. This quick-fix approach forces players to manage their resources carefully throughout an adventure, as a long rest becomes a significant event that typically marks the conclusion of an adventure rather than a routine reset during play. It essentially limits most adventures to one adventuring day—the time between two long rests—requiring more strategic planning and resource management. [/LIST] [/QUOTE]
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