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Short Rests: How many does your group get/take between long rests, on average?
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<blockquote data-quote="Lackhand" data-source="post: 6711302" data-attributes="member: 36160"><p>In practice, all this system does is encourage the players to stick to near-DMG levels of short rest per long rest. No additional counterbalancing needed in practice -- while, yes, the warlock can cast more spells per long rest than the wizard, their selection is severely limited, they cannot ever re-prepare, and the party as a whole benefits from the wizard's casting, so there's social pressure to hole up somewhere when the long-rest timer is running low. Not to mention nova capability; while the warlock can cast 14 spells, no monster sticks around long enough -- and the wizard can dump their full panoply in one encounter, if they need to!</p><p>In my experience, the warlock does cast more than the wizard-alikes, but the paladin smites when the paladin will. I think it's personality based.</p><p></p><p>The <em>real</em> fighter & warlock strength come out when the DM starts pressing hard and harrying the party when they try to rest ("You thought town was safe? HAH IT'S NULB NOW YOU ALL DIE" or "The sheltering hermit... is a ghoul lord. Roll for initiative." or whatever). Then, the fighter and warlock can "dig deeper" than the wizard and pally.</p><p>Without this, the "sustained strength" is a sort of social thing and there's pressure not to use it (because: the wizard is out of spells, so let's go home if we can). With it, there's a bit of a safety net which _allows_ the wizard to spend more freely, because in the rare ambush scenario, the party isn't screwed.</p><p></p><p>Now, there is one big problem with week long long rests with respect to the intended operation of the game: there are a bunch of spells with explicit or implicit time-based durations which are supposed to be usable daily.</p><p>Things like <em>Leomund's hut</em>, <em>create food and water</em>, even <em>rope trick</em> and <em>mage armor</em>.</p><p>At some point I'll get off my duff and fix those spells to do "the right thing" (something like: any spell with a duration of 8 hours through 1 day, or that creates resources measured in days-worth (like: food), takes effect again each morning until slot used to cast them is regained).</p><p></p><p>But I haven't yet, because the specific scenario where they'd fix things hasn't come up, and the fix is approx that simple <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lackhand, post: 6711302, member: 36160"] In practice, all this system does is encourage the players to stick to near-DMG levels of short rest per long rest. No additional counterbalancing needed in practice -- while, yes, the warlock can cast more spells per long rest than the wizard, their selection is severely limited, they cannot ever re-prepare, and the party as a whole benefits from the wizard's casting, so there's social pressure to hole up somewhere when the long-rest timer is running low. Not to mention nova capability; while the warlock can cast 14 spells, no monster sticks around long enough -- and the wizard can dump their full panoply in one encounter, if they need to! In my experience, the warlock does cast more than the wizard-alikes, but the paladin smites when the paladin will. I think it's personality based. The [i]real[/i] fighter & warlock strength come out when the DM starts pressing hard and harrying the party when they try to rest ("You thought town was safe? HAH IT'S NULB NOW YOU ALL DIE" or "The sheltering hermit... is a ghoul lord. Roll for initiative." or whatever). Then, the fighter and warlock can "dig deeper" than the wizard and pally. Without this, the "sustained strength" is a sort of social thing and there's pressure not to use it (because: the wizard is out of spells, so let's go home if we can). With it, there's a bit of a safety net which _allows_ the wizard to spend more freely, because in the rare ambush scenario, the party isn't screwed. Now, there is one big problem with week long long rests with respect to the intended operation of the game: there are a bunch of spells with explicit or implicit time-based durations which are supposed to be usable daily. Things like [i]Leomund's hut[/i], [i]create food and water[/i], even [i]rope trick[/i] and [i]mage armor[/i]. At some point I'll get off my duff and fix those spells to do "the right thing" (something like: any spell with a duration of 8 hours through 1 day, or that creates resources measured in days-worth (like: food), takes effect again each morning until slot used to cast them is regained). But I haven't yet, because the specific scenario where they'd fix things hasn't come up, and the fix is approx that simple :) [/QUOTE]
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Short Rests: How many does your group get/take between long rests, on average?
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