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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Tony Vargas" data-source="post: 7180063" data-attributes="member: 996"><p>I suppose that varies like other preferences. </p><p> I've been omitting 2-3 short rests because it just gets unwieldy, but the balance point does seem to be, or at least to be intended to be, based on the guidance provided, 6-8 encounters between long rests, with a short rest about every-other encounter. With most encounters not taking all that many 6-second rounds, that means the prescribed adventuring 'day' would consist of 3-4 minutes of encounters, 10-11 hours of resting, 12+ hours for the other two pillars and whatever else you do to kill time until you can take your next long rest... </p><p></p><p>We may need a new metaphor for the 5MWD.... ;P</p><p></p><p></p><p> Certainly, off-turn reactions and the like are, otherwise turn-based cyclical initiative is even more 'dissociated.' But, just because one way of visualizing the fiction doesn't make sense doesn't mean another can't, even given all the same mechanics...</p><p></p><p> Seems unlikely. For one thing, different casters have features that can change who their fireball works, that probably means they're casting it a little differently. Then there's slots, a 3rd level fireball and a 5th level fireball aren't the same thing, probably they're not identical to cast. </p><p></p><p> True in broad cases. Rituals take longer than spells that are cast in a single action, which could be visualized as taking longer than those cast with a bonus action or reaction. (Though, an attack roll can be done, by the same character, with the same kind of weapon, as an action, bonus action, or reaction, depending on what options that character has available, so the action types might not imply greatly different literal times to accomplish).</p><p></p><p> It's not that easy to successfully interrupt a spell, but, sure, in theory...</p><p></p><p> Alternate visualization #1: You start casting fireball, calling up whatever the heck mystical reserves 'slots' are meant to model, another caster casts counter-spell - the two of you engage in a moment of magickal arm-wrestling and either the fireball goes off or it doesn't. That may or may not include a counter-counter-spell from you - the fiction is, two wizards struggled over that fireball and one prevailed.</p><p></p><p> Rationalization #2: Counterspells take an amount of time to cast that is always less than the spell they're countering. Thus a counterspell is faster than a fireball, but a counter-counterspell is faster than counterspell, and a counter-counter-counterspell is faster still...</p><p> </p><p> Interpretation #3: Concentration applies to spells that take longer than a single action to cast. Spells cast with action or reactions don't invoke concentration, so your rabbit-hole is a mole-hill. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p></p><p> Tony "Polishing his 5e Apologist Credentials" Vargas</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7180063, member: 996"] I suppose that varies like other preferences. I've been omitting 2-3 short rests because it just gets unwieldy, but the balance point does seem to be, or at least to be intended to be, based on the guidance provided, 6-8 encounters between long rests, with a short rest about every-other encounter. With most encounters not taking all that many 6-second rounds, that means the prescribed adventuring 'day' would consist of 3-4 minutes of encounters, 10-11 hours of resting, 12+ hours for the other two pillars and whatever else you do to kill time until you can take your next long rest... We may need a new metaphor for the 5MWD.... ;P Certainly, off-turn reactions and the like are, otherwise turn-based cyclical initiative is even more 'dissociated.' But, just because one way of visualizing the fiction doesn't make sense doesn't mean another can't, even given all the same mechanics... Seems unlikely. For one thing, different casters have features that can change who their fireball works, that probably means they're casting it a little differently. Then there's slots, a 3rd level fireball and a 5th level fireball aren't the same thing, probably they're not identical to cast. True in broad cases. Rituals take longer than spells that are cast in a single action, which could be visualized as taking longer than those cast with a bonus action or reaction. (Though, an attack roll can be done, by the same character, with the same kind of weapon, as an action, bonus action, or reaction, depending on what options that character has available, so the action types might not imply greatly different literal times to accomplish). It's not that easy to successfully interrupt a spell, but, sure, in theory... Alternate visualization #1: You start casting fireball, calling up whatever the heck mystical reserves 'slots' are meant to model, another caster casts counter-spell - the two of you engage in a moment of magickal arm-wrestling and either the fireball goes off or it doesn't. That may or may not include a counter-counter-spell from you - the fiction is, two wizards struggled over that fireball and one prevailed. Rationalization #2: Counterspells take an amount of time to cast that is always less than the spell they're countering. Thus a counterspell is faster than a fireball, but a counter-counterspell is faster than counterspell, and a counter-counter-counterspell is faster still... Interpretation #3: Concentration applies to spells that take longer than a single action to cast. Spells cast with action or reactions don't invoke concentration, so your rabbit-hole is a mole-hill. ;) Tony "Polishing his 5e Apologist Credentials" Vargas [/QUOTE]
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