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*Dungeons & Dragons
My tweak to make (Champion) Fighters decent
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<blockquote data-quote="Flamestrike" data-source="post: 7122464" data-attributes="member: 6788736"><p>If I said that I apologise. A DM is only failing as a DM if they dont understand that the longer adventuring day is the mechanical sweet spot that the games classes and encounter difficulty balance around, and acknowledge the problems that surface by straying away from it.</p><p></p><p>And to be fair to those DMs, 5E doesnt expresly tell the new DM. Its kind of obliquely referred to in several places, and hidden away in the background structure of the game, and requires a solid understanding of the mechanics of the game, and an overview of all the classes and rules to clearly see.</p><p></p><p>(Also I personally loathe games where the players routinely use the 5MWD. It ruins my immersion and the game loses any narrative drive and becomes rocket tag. Although I conceed that some DMs may actually prefer to run their games this way, and I cant judge them unfairly if this is what they prefer).</p><p></p><p>5E designers in their infinite wisdom decided not to force an [encounter/daily] structure on us like they did with 4E, where everyone largely has the same number of resources that recharge at the same rate, and an express expectation of a fixed number of encounters per day. Its still present in 5E to an extent, but in a different format, and much more in the background.</p><p></p><p>There is nothing 'wrong' with only having one encounter between long rests (the 5 minute adventuring day) - but you need to be mindful of the balance issues this causes. Classes get thrown totally out of whack, and encounters become trivially easy.</p><p></p><p>Honestly, if S'mon wants to balance Fighters in his campaign (which only featuers a single encounter per day as a baseline) he should just implement the following rule (across the board):</p><p></p><p><strong>Multiply the uses of any class feature that functions on a Short rest by three, and such class features now recharge on a Long rest.</strong></p><p></p><p>Fighters gain 3 x action surges each long rest, and 3 x second winds per long rest. 3rd level Fighter Battlemasters gain 12 x superiority dice per long rest. Multiply Warlock spell slots per short rest by 3. Ki points are tripled for Monks, but dont come back until a long rest. The Healer feat can be used 3 x long rest (or 1/ long rest, but it heals triple the amount of HP). Triple the Temporary HP granted by the Inspiring Leader feat. And so forth.</p><p></p><p>Champion fighters are a bit harder to rule, but increasing the Crit range improvement to 18-20 at 3rd level, and then again to 15-20 at higher level (roughly tripling its current frequency) is where I would start.</p><p></p><p>That will bring those short rest dependent classes up to par with long rest dependent classes in a campaign that features the 5 minute adventuring day as default.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7122464, member: 6788736"] If I said that I apologise. A DM is only failing as a DM if they dont understand that the longer adventuring day is the mechanical sweet spot that the games classes and encounter difficulty balance around, and acknowledge the problems that surface by straying away from it. And to be fair to those DMs, 5E doesnt expresly tell the new DM. Its kind of obliquely referred to in several places, and hidden away in the background structure of the game, and requires a solid understanding of the mechanics of the game, and an overview of all the classes and rules to clearly see. (Also I personally loathe games where the players routinely use the 5MWD. It ruins my immersion and the game loses any narrative drive and becomes rocket tag. Although I conceed that some DMs may actually prefer to run their games this way, and I cant judge them unfairly if this is what they prefer). 5E designers in their infinite wisdom decided not to force an [encounter/daily] structure on us like they did with 4E, where everyone largely has the same number of resources that recharge at the same rate, and an express expectation of a fixed number of encounters per day. Its still present in 5E to an extent, but in a different format, and much more in the background. There is nothing 'wrong' with only having one encounter between long rests (the 5 minute adventuring day) - but you need to be mindful of the balance issues this causes. Classes get thrown totally out of whack, and encounters become trivially easy. Honestly, if S'mon wants to balance Fighters in his campaign (which only featuers a single encounter per day as a baseline) he should just implement the following rule (across the board): [B]Multiply the uses of any class feature that functions on a Short rest by three, and such class features now recharge on a Long rest.[/B] Fighters gain 3 x action surges each long rest, and 3 x second winds per long rest. 3rd level Fighter Battlemasters gain 12 x superiority dice per long rest. Multiply Warlock spell slots per short rest by 3. Ki points are tripled for Monks, but dont come back until a long rest. The Healer feat can be used 3 x long rest (or 1/ long rest, but it heals triple the amount of HP). Triple the Temporary HP granted by the Inspiring Leader feat. And so forth. Champion fighters are a bit harder to rule, but increasing the Crit range improvement to 18-20 at 3rd level, and then again to 15-20 at higher level (roughly tripling its current frequency) is where I would start. That will bring those short rest dependent classes up to par with long rest dependent classes in a campaign that features the 5 minute adventuring day as default. [/QUOTE]
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