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PHB 2024 Channel Divinity Question
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<blockquote data-quote="James Gasik" data-source="post: 9460569" data-attributes="member: 6877472"><p>I've had extra long breaks before when working split shifts. Or when asked to work extra long shifts because they couldn't find anyone else to work, lol.</p><p></p><p>Or hell, imagine working two jobs and deciding you need a two-hour turnover between them. It's not that the idea of resting two hours is especially ridiculous- it's more how this impacts the recovery of abilities.</p><p></p><p>But you really can't say if gaining two Channel Divinities back instead of one between encounters is problematic in of itself in a vacuum- it has a lot more to do with how many more encounters the PC's are intended to deal with that day. It could be one, two, three, or none.</p><p></p><p>The simple reality is, 5e gives us loose guidelines for how many encounters a group should be able to handle, and it's intended that somehow you can fit a couple of short rests in an adventuring day, but left entirely unsaid is exactly how one should break up the down time and up time, let alone in a logical manner.</p><p></p><p>Without a doom clock or other fire lit under them, with the potential ability to bypass encounters, and use of wacky magic like Catnap or Rope Trick, it's impossible to really plan around how when and why PC's rest unless you go out of your way to place things to prevent it in the setting.</p><p></p><p>You could make an arbitrary house rule to preserve game balance, but it will join the long list of things about the game that you have to have to accept and ignore because it doesn't make much sense.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9460569, member: 6877472"] I've had extra long breaks before when working split shifts. Or when asked to work extra long shifts because they couldn't find anyone else to work, lol. Or hell, imagine working two jobs and deciding you need a two-hour turnover between them. It's not that the idea of resting two hours is especially ridiculous- it's more how this impacts the recovery of abilities. But you really can't say if gaining two Channel Divinities back instead of one between encounters is problematic in of itself in a vacuum- it has a lot more to do with how many more encounters the PC's are intended to deal with that day. It could be one, two, three, or none. The simple reality is, 5e gives us loose guidelines for how many encounters a group should be able to handle, and it's intended that somehow you can fit a couple of short rests in an adventuring day, but left entirely unsaid is exactly how one should break up the down time and up time, let alone in a logical manner. Without a doom clock or other fire lit under them, with the potential ability to bypass encounters, and use of wacky magic like Catnap or Rope Trick, it's impossible to really plan around how when and why PC's rest unless you go out of your way to place things to prevent it in the setting. You could make an arbitrary house rule to preserve game balance, but it will join the long list of things about the game that you have to have to accept and ignore because it doesn't make much sense. [/QUOTE]
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