Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Short Rest Recovery and Daily Endurance.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Xeviat" data-source="post: 7022213" data-attributes="member: 57494"><p>Hi friends. After playing 5th for a while, my initial suspicions have proven true. Perhaps it's self fulfilling in a way, or simply from my experience with 3rd and 4th, but I'm not liking the largely long rest recovery system in the game. It has worked incredibly well for highly contained games, such as a dungeon crawl or an explicitly one day adventure (save the village children tonight, or they die at sunrise).</p><p></p><p>Now, the Fighter, Monk, Rogue, and especially the Warlock show me that the game can be balanced around short rests. I think this could work better for my groups more open games. When time isn't always a concern, having one or two battles in a game day feels like it overpowers the long rest classes (barbarian can always rage, wizard can always fireball).</p><p></p><p>I tried aiming for 3-4 hard-deadly fights a game day, but it still didn't work out. My players were still apt to use too much in the first fight and then struggle with the last. Yes, this could be "trained out", but my players aren't animals, and I want to run a game that plays the way they want to play it.</p><p></p><p>Now, if all spellcasters ran off the Warlock's chassis, there's an immediate problem with HP and curing. This can already happen with an MC Bard/Warlock or the Healer feat, but it becomes more of a problem when it applies to everyone. If healers get their spells back on short rest, then it's going to be safe to assume that HP recovery is going to be a lot faster.</p><p></p><p>Do you think this would be a problem? Would I simply want to vary the timetables of adventures, like have no chance to short rest sometimes? Would exploring some kind of wound system be good (I LOVE the idea of a WP/VP system, but then "cure wounds" needs to be rebranded if it doesn't "cure wounds").</p><p></p><p>I am looking to use Spell Points and convert the Warlock into Spell Points. I'm also looking to smooth out progressions. Since it's Spell Points divided by 3 as the goal, I may just go with 2 spell points per level and be done with it: with some adjusting, it makes the Monk into a half-caster with no spells known. I think this will avoid part of the warlock's issue of not having Spell slots for low level non-scaling spells.</p><p></p><p>What do you think?</p><p></p><p></p><p>Sent from my iPhone using Tapatalk</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7022213, member: 57494"] Hi friends. After playing 5th for a while, my initial suspicions have proven true. Perhaps it's self fulfilling in a way, or simply from my experience with 3rd and 4th, but I'm not liking the largely long rest recovery system in the game. It has worked incredibly well for highly contained games, such as a dungeon crawl or an explicitly one day adventure (save the village children tonight, or they die at sunrise). Now, the Fighter, Monk, Rogue, and especially the Warlock show me that the game can be balanced around short rests. I think this could work better for my groups more open games. When time isn't always a concern, having one or two battles in a game day feels like it overpowers the long rest classes (barbarian can always rage, wizard can always fireball). I tried aiming for 3-4 hard-deadly fights a game day, but it still didn't work out. My players were still apt to use too much in the first fight and then struggle with the last. Yes, this could be "trained out", but my players aren't animals, and I want to run a game that plays the way they want to play it. Now, if all spellcasters ran off the Warlock's chassis, there's an immediate problem with HP and curing. This can already happen with an MC Bard/Warlock or the Healer feat, but it becomes more of a problem when it applies to everyone. If healers get their spells back on short rest, then it's going to be safe to assume that HP recovery is going to be a lot faster. Do you think this would be a problem? Would I simply want to vary the timetables of adventures, like have no chance to short rest sometimes? Would exploring some kind of wound system be good (I LOVE the idea of a WP/VP system, but then "cure wounds" needs to be rebranded if it doesn't "cure wounds"). I am looking to use Spell Points and convert the Warlock into Spell Points. I'm also looking to smooth out progressions. Since it's Spell Points divided by 3 as the goal, I may just go with 2 spell points per level and be done with it: with some adjusting, it makes the Monk into a half-caster with no spells known. I think this will avoid part of the warlock's issue of not having Spell slots for low level non-scaling spells. What do you think? Sent from my iPhone using Tapatalk [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Short Rest Recovery and Daily Endurance.
Top