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Playing with short rests, potential problems?
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<blockquote data-quote="WarpedAcorn" data-source="post: 6969728" data-attributes="member: 6819400"><p>-Part of D&D is resource management. By allowing Casters to regain half their spell slots, this trivializes the resource management portion of the game and the decision on whether an encounter is worth spending the spell slots.</p><p></p><p>-Casters are not the only ones who have abilities that refresh on Long Rests. Allowing only casters to regain spell slots provides an unfair advantage to the casters over other classes (and some races with racial abilities). Why can't the Barbarian get 1/2 their Rages back on a short rest?</p><p></p><p>-Casters themselves will skyrocket in power. Even regaining 1/2 spell slots on a Short Rest is huge. Their spells are what make them special, but their Cantrips are nothing to sneeze at. Were this old editions, I could see the need to try and let the Casters have more fun and not use their Crossbow until the end of the dungeon. However, with the addition of Cantrips, a Caster can still be functional without using spell slots. Using spell slots should be something special and not a "Standard Attack".</p><p></p><p>-Removing the ability to use Hit Dice to recover HP during a Short Rest is a hard hitting ability. Like you mentioned, this forces the healer to then use any regained spell slots to pour into healing, which will most likely heal less overall than everyone could recover via using their HD, and once again puts them at no spell slots. Which they will likely then want to take ANOTHER short rest, making the removal of recovery by HD unnecessary. Spending HD to recover HP via Long Rest is unnecessary since Long Rests heal to full and recover 1/2 HD's used during Short Rests...unless you are looking to alter that mechanic too, which presents more problems.</p><p></p><p></p><p>One alternative I might suggest...change the ability to Long Rest to only be applicable in "safe" environments. If the party fights once in the dungeon and then leaves to rest, make them go back to town (and in the mean time have the dungeon adapt to this by repopulating or moving treasure, reinforcing, etc...depending on the type of dungeon). Maybe also have a conversation with the players that you will be playing by the rules of a standard adventuring day = 6 encounters / long rest (or whatever you want) to put their meta mind at ease. That way when 4 kobolds pop out they don't launch all their resources at them, then demand an 8 hour rest.</p><p></p><p>But personally, I don't like the idea of recovering 1/2 spell slots on a short rest. That seems WAY too powerful for casters. And if I was playing a Fighter, I would immediately want to re-roll as a full caster to take advantage of this.</p></blockquote><p></p>
[QUOTE="WarpedAcorn, post: 6969728, member: 6819400"] -Part of D&D is resource management. By allowing Casters to regain half their spell slots, this trivializes the resource management portion of the game and the decision on whether an encounter is worth spending the spell slots. -Casters are not the only ones who have abilities that refresh on Long Rests. Allowing only casters to regain spell slots provides an unfair advantage to the casters over other classes (and some races with racial abilities). Why can't the Barbarian get 1/2 their Rages back on a short rest? -Casters themselves will skyrocket in power. Even regaining 1/2 spell slots on a Short Rest is huge. Their spells are what make them special, but their Cantrips are nothing to sneeze at. Were this old editions, I could see the need to try and let the Casters have more fun and not use their Crossbow until the end of the dungeon. However, with the addition of Cantrips, a Caster can still be functional without using spell slots. Using spell slots should be something special and not a "Standard Attack". -Removing the ability to use Hit Dice to recover HP during a Short Rest is a hard hitting ability. Like you mentioned, this forces the healer to then use any regained spell slots to pour into healing, which will most likely heal less overall than everyone could recover via using their HD, and once again puts them at no spell slots. Which they will likely then want to take ANOTHER short rest, making the removal of recovery by HD unnecessary. Spending HD to recover HP via Long Rest is unnecessary since Long Rests heal to full and recover 1/2 HD's used during Short Rests...unless you are looking to alter that mechanic too, which presents more problems. One alternative I might suggest...change the ability to Long Rest to only be applicable in "safe" environments. If the party fights once in the dungeon and then leaves to rest, make them go back to town (and in the mean time have the dungeon adapt to this by repopulating or moving treasure, reinforcing, etc...depending on the type of dungeon). Maybe also have a conversation with the players that you will be playing by the rules of a standard adventuring day = 6 encounters / long rest (or whatever you want) to put their meta mind at ease. That way when 4 kobolds pop out they don't launch all their resources at them, then demand an 8 hour rest. But personally, I don't like the idea of recovering 1/2 spell slots on a short rest. That seems WAY too powerful for casters. And if I was playing a Fighter, I would immediately want to re-roll as a full caster to take advantage of this. [/QUOTE]
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