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Reducing High Magic (6th-9th levels) Spell Slots Option
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<blockquote data-quote="NotAYakk" data-source="post: 8084206" data-attributes="member: 72555"><p>If you are throwing away the standard adventuring day and finding that long-rest spellcasters have too many spells, <strong>use the gritty rest variant</strong>.</p><p></p><p>I mean, you already broke the game back at level 5, when a wizard can fireball twice as often as a fighter can action surge. "Fixing" it at level 13 with fewer high level spell slots isn't going to do that good of a job.</p><p></p><p>A long rest requires a week in safe conditions.</p><p>A short rest occurs overnight, using the standard long rest rules.</p><p>You get short rests during long rests.</p><p></p><p>Now your travel that takes a week and has 2 days where there are encounters maps to (part of) a standard adventuring day.</p><p></p><p>An encounter nexus, like a dungeon, also maps to part of a standard adventuring day. It might have more than 1 encounter in it.</p><p></p><p>Players can still retreat and come back a week later, but that means your party isn't going to be stopping many plans by their enemies, as their enemies will keep on having weeks to do whatever they want.</p><p></p><p>As a bonus, this also fixes Paladins, Fighters, Rogues, Monks, and Warlocks; each of the short-rest classes gets their resources back far more often than the long-rest classes do (as designed and intended). And the Paladin "burn it all down smite" chain becomes an expensive resource to refresh (instead of something you do almost every fight). (It doesn't fix Rangers, but there are limits to what one change can do).</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8084206, member: 72555"] If you are throwing away the standard adventuring day and finding that long-rest spellcasters have too many spells, [b]use the gritty rest variant[/b]. I mean, you already broke the game back at level 5, when a wizard can fireball twice as often as a fighter can action surge. "Fixing" it at level 13 with fewer high level spell slots isn't going to do that good of a job. A long rest requires a week in safe conditions. A short rest occurs overnight, using the standard long rest rules. You get short rests during long rests. Now your travel that takes a week and has 2 days where there are encounters maps to (part of) a standard adventuring day. An encounter nexus, like a dungeon, also maps to part of a standard adventuring day. It might have more than 1 encounter in it. Players can still retreat and come back a week later, but that means your party isn't going to be stopping many plans by their enemies, as their enemies will keep on having weeks to do whatever they want. As a bonus, this also fixes Paladins, Fighters, Rogues, Monks, and Warlocks; each of the short-rest classes gets their resources back far more often than the long-rest classes do (as designed and intended). And the Paladin "burn it all down smite" chain becomes an expensive resource to refresh (instead of something you do almost every fight). (It doesn't fix Rangers, but there are limits to what one change can do). [/QUOTE]
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Reducing High Magic (6th-9th levels) Spell Slots Option
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