Especially since it's only one cantrip with only 1 upgrade path.Having the best combat cantrip does not an interesting play experience make,
Especially since it's only one cantrip with only 1 upgrade path.Having the best combat cantrip does not an interesting play experience make,
As I wrote in the other thread, I think that the concern people have for ... Monks ... nova'ing is kind of funny and overblown.
"Oh, it's fine that we have the Paladin go all SMITE-Y when he wants to and NOVA harder than a 1970s Chevy , but we can't let a monk or battlemaster nova! That would go against the laws of God, Gygax, and Grod!"
If you actually think about the numbers Monks get a lot of ki. A 6th level Monk has 6 ki. If you assume a short rest every 2 battles and a battle lasts 3-4 rounds on average that is roughly enough ki to use one ki every single turn in combat. A 12th level Monk can use 2 ki just about every single turn. That is plenty ..... as long as you are not wasting it.If you haven't looked at it, I recommend this thread I started the other day-
How to easily balance all the short rest classes.
Anyway, the gist of it was that any short rest resource could be converted into a long rest resource by multiplying it by 3. So, for example, if a Warlock has two "short rest" spells, then they should have 6 spells per day. If a monk has 4 ki, then they should have 12 ki per day. And so on. The point of this was to help balance the "short rest" classes with the "long rest" classes, especially when it came to tables that didn't allow for short rests at the usual interval (2 shorts per long- if it was 3 shorts per long, then it would be 4x, and that gets a little much).
But some of the comments in the thread made me think about this issues in a little more depth. I've always taken it as a given that there are short rest classes and long rest classes, but I've never really teased out that thought, or what it meant. So let's start with the basic analysis- what is a short rest class, and why does it matter?
Traditionally, most people would break classes down as follows in terms of the rest abilities-
Short Rest
These are the classes that have abilities that primarily key on short rests.
Fighter, Monks, Warlocks
In the Middle
These are the classes that are primarily long rest, but have some short rest abilities.
Bards, Clerics, Druids, Paladins, Wizards
Long Rest
These are the classes that are almost solely long rest.
Artificers, Barbarians, Rangers, Sorcerers
Rests aren't the Boss of Me
Rogues
So when you look at this, and you're trying to see which classes have a short rest problem, something becomes quickly apparent. There are only three classes that you can even classify as short-rest dependent.
Of those three classes, one of them is the Fighter. Now, don't get me wrong ... short rests are REALLY NICE for the fighter. The base fighter abilities, like Action Surge and Second Wind ... yeah, short rest. And if you go battlemaster, you want those short rests. But the thing about fighters is that they are really good at the fighting things even without the short rest. They have armor, and hit points, and weapons ... They WANT the short rest, but they don't NEED it.
Next is the Warlock. Warlocks have one of the best (if not THE BEST) attack cantrip in the game. They have "always on" invocations. Yes, they need the short rests for spells, but it's perfectly possible to play a useable Warlock without the extra spells.
And that leaves the Monk. The Monk's abilities, and their various subclasses, are all premise on Ki- which is a unique monk resource. And ki ... is completely short-rest dependent. More than any class, monks are completely, totally, 100% dependent on getting the required short rests.
At least, that's my thought right now. Because I was thinking about this, and while some classes (Warlocks and Fighters) get hurt by a lack of short rests, Monks become nearly unplayable.
So maybe that's the crux of the issue. Maybe the short rest problem is actually a monk problem? Or, put another way, maybe the monk problem is ... actually a short rest problem?
I was just thinking about that for the warlock. All of his spells are cast at max level, so if the warlock is capable of casting 5th level spells, suddenly he's slinging 6 of those around potentially in a single fight.Reading the other thread, I am not a fan of the x3 option you suggest simply because it increases Nova capabilities of those other classes and now they will run out and want a long rest instead of running out and just needing a short rest.
Yep, and then instead of wanting a short rest, they will want a long rest so they can NOVA again after every encounter or two...I was just thinking about that for the warlock. All of his spells are cast at max level, so if the warlock is capable of casting 5th level spells, suddenly he's slinging 6 of those around potentially in a single fight.
I made something like this not long ago, its been lightly playtested.We are going to try short rest variant soon.
Short rest as an Action:
At the start of your turn you can take this Action,
you gain effects of short rest,
You are Stunned until the end of your next turn
You can take this action number of times equal to your proficiency modifier
this removes hassle of 1hr long rest, puts limit on daily short rests, but gives heavy penalty if used in combat for emergency recharge.
Kinda what we have been doing for agesInstead of doing 3x short rest abilities, you could do prof bonus per day, but between each use, you need a 5 min breather.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.