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*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Jester David" data-source="post: 7122802" data-attributes="member: 37579"><p>While the different classes recharge abilities at different rates, they're all meant to even out in effectiveness over the course of one day. When the warlock casts their spells 9 times over the day (resting twice) the wizard casts 11-12 spells from a larger list (including Arcane Recovery).</p><p>They're not symmetrical and there's some wiggle room depending on the number of encounters and short rests, making it easier for classes to do better or worse depending on the day. But it's designed to even out. </p><p></p><p>What drives the call for a long rest is typically the majority of the party being tapped for abilities <em>and</em> hit points. Health tends to factor into the decision more than anything else, as getting full hp and 1/2 HD is a pretty nice boost on top of recharging everything. </p><p></p><p>None of that drives the discussion at hand. It's a related but not particularly relevant side conversation. </p><p>Because the problem would still exist and occur in a system where all the characters regained their abilities at the exact same rate. </p><p>Because the issue is players resting early, not because they need to or can't continue to adventure, but because they want to maximise their abilities for the next encounter.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7122802, member: 37579"] While the different classes recharge abilities at different rates, they're all meant to even out in effectiveness over the course of one day. When the warlock casts their spells 9 times over the day (resting twice) the wizard casts 11-12 spells from a larger list (including Arcane Recovery). They're not symmetrical and there's some wiggle room depending on the number of encounters and short rests, making it easier for classes to do better or worse depending on the day. But it's designed to even out. What drives the call for a long rest is typically the majority of the party being tapped for abilities [I]and[/I] hit points. Health tends to factor into the decision more than anything else, as getting full hp and 1/2 HD is a pretty nice boost on top of recharging everything. None of that drives the discussion at hand. It's a related but not particularly relevant side conversation. Because the problem would still exist and occur in a system where all the characters regained their abilities at the exact same rate. Because the issue is players resting early, not because they need to or can't continue to adventure, but because they want to maximise their abilities for the next encounter. [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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