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Reducing High Magic (6th-9th levels) Spell Slots Option
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<blockquote data-quote="Flamestrike" data-source="post: 8084786" data-attributes="member: 6788736"><p>The 6-8 encounter adventuring day isnt set in stone mate. It's a rough median (which it seems from your post above, is a median figure you're actually hitting).</p><p></p><p>On shorter adventuring days (1-2 encounters) the casters will shine and you can throw slighty harder encounters at the party due to the fact they can nova a bit more safely. On your longer (12+) adventuring days, the exact opposite occurs and short rest classes and 'at will' classes (Rogues and Champions) will shine, with casters holding back on dumping high level spells.</p><p></p><p>The spotlight moves around the table, and different classes have different strengths highlighted.</p><p></p><p>This is a feature of the short/ long rest resource management system of 5E, not a bug. </p><p></p><p>Rather than mess with classes, I strongly urge you to play around with Rest rules in your game. Those levers are there for you to pull (Short v Long rest variance, what is recovered on a Short or Long rest etc) and by simply tweaking those levers, you control the frequency of resource recovery in your campaigns for ALL classes.</p><p></p><p>The good thing with such a method is they apply to everyone equally, and are dead easy to dial back, or dial in harder to your (and your tables) tastes.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8084786, member: 6788736"] The 6-8 encounter adventuring day isnt set in stone mate. It's a rough median (which it seems from your post above, is a median figure you're actually hitting). On shorter adventuring days (1-2 encounters) the casters will shine and you can throw slighty harder encounters at the party due to the fact they can nova a bit more safely. On your longer (12+) adventuring days, the exact opposite occurs and short rest classes and 'at will' classes (Rogues and Champions) will shine, with casters holding back on dumping high level spells. The spotlight moves around the table, and different classes have different strengths highlighted. This is a feature of the short/ long rest resource management system of 5E, not a bug. Rather than mess with classes, I strongly urge you to play around with Rest rules in your game. Those levers are there for you to pull (Short v Long rest variance, what is recovered on a Short or Long rest etc) and by simply tweaking those levers, you control the frequency of resource recovery in your campaigns for ALL classes. The good thing with such a method is they apply to everyone equally, and are dead easy to dial back, or dial in harder to your (and your tables) tastes. [/QUOTE]
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Reducing High Magic (6th-9th levels) Spell Slots Option
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