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<blockquote data-quote="Blue" data-source="post: 7835516" data-attributes="member: 20564"><p>It's of utmost importance, because that changes the root cause.</p><p></p><p>If casters regularly have more slots available because DMs aren't doing enough encounters per long-rest to balance them with the at-will classes, then casters are going to be more powerful. In combat, out of combat, both. Because the design balance point doesn't change regardless if many DMs ignore it.</p><p></p><p>So if that's the case, fix the root cause. Unfortunately that will likely take a fairly comprehensive change of the numbers.</p><p></p><p>I've said several times the biggest gripe I have with a game I love is the expectations around the rest mechanics. I'm much happier with the more gamist-type solution that 13th Age uses where a full heal-up (equivilent of a long rest) is divorced from the narrative of a sleep and instead occurs after X encounters. (Four for 13th Age.) Takes care of all of that. But sleep = regaining spells is a sacred cow of D&D.</p></blockquote><p></p>
[QUOTE="Blue, post: 7835516, member: 20564"] It's of utmost importance, because that changes the root cause. If casters regularly have more slots available because DMs aren't doing enough encounters per long-rest to balance them with the at-will classes, then casters are going to be more powerful. In combat, out of combat, both. Because the design balance point doesn't change regardless if many DMs ignore it. So if that's the case, fix the root cause. Unfortunately that will likely take a fairly comprehensive change of the numbers. I've said several times the biggest gripe I have with a game I love is the expectations around the rest mechanics. I'm much happier with the more gamist-type solution that 13th Age uses where a full heal-up (equivilent of a long rest) is divorced from the narrative of a sleep and instead occurs after X encounters. (Four for 13th Age.) Takes care of all of that. But sleep = regaining spells is a sacred cow of D&D. [/QUOTE]
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