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<blockquote data-quote="the Jester" data-source="post: 9077486" data-attributes="member: 1210"><p>A couple of things. A spellcaster out of slots still has cantrips. A barbarian out of rages is still a pretty massive threat in combat. Yes, they are operating below maximum capabilities; that's okay. Attrition is a thing that only matters if attrition actually happens, and sometimes, attrition adds a lot to a game- especially when the pressure is ratcheting up, such as when there's a demon summoning at midnight or whatnot. </p><p></p><p>Yes, under a no-short-rest scenario, the warlock et al are at a disadvantage; but in a short-rests-whenever-you-want,-no-time-pressure scenario, the opposite is true. They are operating at above the level of the guys who have to husband their long-rest-recharging resources.</p><p></p><p>The issue with short rests is real at some tables, but I am more than ever convinced that the solution lies in two things- first, give every pc short-rest recharging abilities- possibly by sticking them into races/ancestries/whatever we are going to call them; and second, offer DMs good guidance for changing, or better still <strong>choosing,</strong> how long a short rest takes in their game under a given set of circumstances.</p><p></p><p></p><p>Yes. This means you're making meaningful choices, which, in my judgment and to my tastes, enhances the game. The fact that the nature of the choice depends on both the character you're playing and the situation means that it's not the same decision over and over again.</p><p></p><p>Or you can let the pcs worry about making short rests happen (more meaningful decisions- is it worth it to lose an hour?). Or you can make short rests 5 minutes, or the first one 5 minutes, or whatnot. I'll grant you that the game currently lacks good guidance about doing so, and that's worth writing in for sure.</p></blockquote><p></p>
[QUOTE="the Jester, post: 9077486, member: 1210"] A couple of things. A spellcaster out of slots still has cantrips. A barbarian out of rages is still a pretty massive threat in combat. Yes, they are operating below maximum capabilities; that's okay. Attrition is a thing that only matters if attrition actually happens, and sometimes, attrition adds a lot to a game- especially when the pressure is ratcheting up, such as when there's a demon summoning at midnight or whatnot. Yes, under a no-short-rest scenario, the warlock et al are at a disadvantage; but in a short-rests-whenever-you-want,-no-time-pressure scenario, the opposite is true. They are operating at above the level of the guys who have to husband their long-rest-recharging resources. The issue with short rests is real at some tables, but I am more than ever convinced that the solution lies in two things- first, give every pc short-rest recharging abilities- possibly by sticking them into races/ancestries/whatever we are going to call them; and second, offer DMs good guidance for changing, or better still [B]choosing,[/B] how long a short rest takes in their game under a given set of circumstances. Yes. This means you're making meaningful choices, which, in my judgment and to my tastes, enhances the game. The fact that the nature of the choice depends on both the character you're playing and the situation means that it's not the same decision over and over again. Or you can let the pcs worry about making short rests happen (more meaningful decisions- is it worth it to lose an hour?). Or you can make short rests 5 minutes, or the first one 5 minutes, or whatnot. I'll grant you that the game currently lacks good guidance about doing so, and that's worth writing in for sure. [/QUOTE]
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