Zardnaar
Legend
To be fair, I'm concentrating on long rest abuse, because I haven't seen short rest abuse at my games, yet.
Its harder to pull off. Prayer of healing or prayer of healing+divine intervention might be closest options.
To be fair, I'm concentrating on long rest abuse, because I haven't seen short rest abuse at my games, yet.
The 2 per day rule makes sense and follows the rests required by flying beasts such as the griffon which needs 1 hour rest between 3 hour flights.Not OP, but I've often considered limiting them, or rather saying "You get 2/3 short rests per long." By placing a limit on SRs, you make them more valuable, and something to manage. On average, it's probably 3-4 per long rest.. but I make LRs typically take 2 uninterrupted days.
Which is exaclty what seems sensible to do if you want to play a little attrition.So at first, I would start with moderate encounters in 5.5e, then go from there and see how well the party performs.
But damn, high encounters seem really to hit harder, even for rested parties.
Yes, I also checked my calculations from the 'Wizard vs Fighter - The Math' thread, which still uses 2014 characters. According to my calculations, the 2024 Earth Elemental is an extreme (1.5x deadly) challenge for a 2014 Level 4 party of four characters (if no vulnerabilities are exploited) - it is a little weaker than extreme in the damage department, but still does more damage than a deadly encounter should. Due to the 2014 Earth Elemental's lower HP, it would just be a deadly challenge.Which is exaclty what seems sensible to do if you want to play a little attrition.
They do. Now the three difficulty threshold read like:
— Low : no ressources needed. Will not tax the PCs, or nothing a short rest wouldn't offset.
— Moderate: some ressources needed. Will tax the PCs, but a short rest should offset most of it.
— High: all ressources needed. Will tax the PCs, a short rest may not offset it.
Yes, exactly, but to be a satisfactory Encounter based tactical challenge, like say the Fire Emblem series of video games, that would be the eay to go. I don't want that from D&D, personally.That would mean on average a game of D&D would end in a TPK after 3 fights (2/3 win ratio with full refresh)
Exactly.Yes, the adventuring day model is actually preventing a TPK, because it stretches out the fail state over several encounters and allows the party to react to it over several encounters.
but it doesn’t, you are not spending your first round casting it already, you do something else, and in, say your third encounter, you have enough points to cast it in round oneRather just say a Fireball has a casting time of x rounds. Better rule IMO.
For a magic system designed for this purpose, this is certainly something that can be answered. Perhaps combat magic is powered by the emotions generated by deadly conflict and there is no way of replicating this outside of fights to the death. Perhaps combat magic is provided by entertaining extraplanar entities that are attracted to bloodshed. With a bit of care, you can create fiction that supports your rules well enough for a large portion of players, at least as well as the very thin description given for spell slots in 5e. That said, I strongly expect this post to attract nit picking to "prove" these options "can't" work that I'm not really interested in.
Perhaps magic is just not amenable to naturalistic understanding at all and relies on principles that don't have easy real world analogues - that's what makes it magic and not physics.
I'm playing with the Idea, for within one encounter, to make it like this: Some high impact spells have casting time of 1,5 rounds - what does that mean? If you want to cast that spell in your next, you have to declare that you start casting this spell now - you don't have a reaction and if you take damage, you have to make a concentration check to see if you don't loose concentration and the spell is lost and you can't cast a spell in your next turn.but it doesn’t, you are not spending your first round casting it already, you do something else, and in, say your third encounter, you have enough points to cast it in round one
Yes, it is a gamist element in that it was designed to achieve a specific result in the game mechanics, that does not mean you cannot come up with an in-game rationale or just handwave it, see below
I have replied to the email you quoted and provided my own rationale.but it doesn’t, you are not spending your first round casting it already, you do something else, and in, say your third encounter, you have enough points to cast it in round one
Yes, it is a gamist element in that it was designed to achieve a specific result in the game mechanics, that does not mean you cannot come up with an in-game rationale or just handwave it, see below
We attempt to fix those too at our tableAlso, there are tons of things in D&D that have no explanation either, they just are. The only difference is that you are familiar with the D&D ones and do not question them.
Cantrips do not require energy or a tapping into the Weave, the wizard can use the invisible residual magic which exists all around. Level 1 slots and higher require that extra effort to link with the Weave.To just stay with spell casting and what comes to my mind immediately:
Why can a Wizard cast an infinite amount of cantrips but does no longer have enough ‘energy’ to cast even a level one spell?
That I grant you is not something we have not homebrewed as yet as the why.Why does a 5th level Wizard have 4/3/2 spell slots and cannot cast 3 third level spells in a row by sacrificing some of the lower level slots.
It does support it by telling players that an 8 intelligence is a low ability to reason, remember, etc. There's no mechanical force behind it, but if you are roleplaying what the game describes an 8 intelligence as, you aren't going to be coming up with a lot of good ideas if you are roleplaying your 8 int PC.The game as designed doesn't support this.
Its why at our table we immediately addressed Intelligence and all ability scores early on including benefits for odd numbered ability scores.
We went back to earlier editions where you need 10+x number in your spellcasting ability to cast spells of x spell level.