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My Best and Simplest Homebrew Rule: Nerfed Long Rests
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<blockquote data-quote="Blue" data-source="post: 8670899" data-attributes="member: 20564"><p>Adventurers are at full strength for most of the encounters. They just don't have as much depth to that strength.</p><p></p><p>In an encounter, strength is measured by effectiveness per turn, which is mostly effectiveness per action though with some notable exceptions.</p><p></p><p>If you're going to have three actions in a combat, the fact that you are down a large number of mid-level slots won't mean a thing. Those are neither your most effective per action slots (your highest few levels) nor your utility/defensive slots (low level). And the slot-math method of recovery you can prioritize those. So you have have slots for Fireball and Shield at the cost of a 2nd level spell, and even moreso at the higher levels.</p><p></p><p>As long as you have enough higher level slots to last for a full combat, you are fighting at full strength.</p></blockquote><p></p>
[QUOTE="Blue, post: 8670899, member: 20564"] Adventurers are at full strength for most of the encounters. They just don't have as much depth to that strength. In an encounter, strength is measured by effectiveness per turn, which is mostly effectiveness per action though with some notable exceptions. If you're going to have three actions in a combat, the fact that you are down a large number of mid-level slots won't mean a thing. Those are neither your most effective per action slots (your highest few levels) nor your utility/defensive slots (low level). And the slot-math method of recovery you can prioritize those. So you have have slots for Fireball and Shield at the cost of a 2nd level spell, and even moreso at the higher levels. As long as you have enough higher level slots to last for a full combat, you are fighting at full strength. [/QUOTE]
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My Best and Simplest Homebrew Rule: Nerfed Long Rests
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