AEDU was very right for class balance, clarity, new players learning the game, and remaining functional in the face of radically different pacing.Now, what bugs me the most about 5E is short rest in duration of 1hr.
One thing 4E got right was encounter powers on 5 min rest recharge. Wrong was that EVERYONE had them, in SAME number on a given level.
Nod. That's how D&D has mostly been. If players can pick their battles and proceed at their own pace, they can do much better than if they're pressed for time. It can be thought of as 'a reward for skilled play' or as 'a source of severe class imbalance,' depending on how positive or negative you want to be.They tried to balance out short and long rest class mechanics but in 95% of situation where you can afford 1hr rest you can manage 8hrs also.
This tips the balance in favor of per day mechanics.
Easily done, as long as you can maintain the 6-8 encounter/2-3 short rest 'day.' In 4e, the 5-min (if that) short rest was typically taken after almost every encounter, that'd be twice as often as 5e seems tuned for.If they want to get away from 5 minute work day(5MWD) they should cut down short rest to 5-15 mins at most.
Would work for consistently-6-encounter days.Maybe have 5 min short rest but limit it to 2× per day?
Not sure I follow you: What isn't solved by my suggestions?Changing the duration of short rests doesn't solve this either, though.
Now, what bugs me the most about 5E is short rest in duration of 1hr.
They tried to balance out short and long rest class mechanics but in 95% of situation where you can afford 1hr rest you can manage 8hrs also.
This tips the balance in favor of per day mechanics.
If they want to get away from 5 minute work day(5MWD) they should cut down short rest to 5-15 mins at most.
I think they did the right choice with 1 hour. If you shorten the short rests like you suggest, then the balance will be seriously tipped in favor of per-rest mechanics. I mean, seriously... how can you not see that 5-15 minutes are pretty much a guarantee after every single encounter? With such short rests, and with the average low number of rounds per encounter in 5e, per-rest abilities would be overpowered. The only exception case would be a tight-packed dungeon with an encounter in every room, a very artificial and unrealistic kind of campaign where you probably should reconsider a lot of other rules beyond resting.
All this talk about "15 minutes being better than 1 hour" (or whatever) completely ignores the true best solution: the right choice is not to make one choice, and force it across all adventures, all stories.I think they did the right choice with 1 hour. If you shorten the short rests like you suggest, then the balance will be seriously tipped in favor of per-rest mechanics. I mean, seriously... how can you not see that 5-15 minutes are pretty much a guarantee after every single encounter? With such short rests, and with the average low number of rounds per encounter in 5e, per-rest abilities would be overpowered. The only exception case would be a tight-packed dungeon with an encounter in every room, a very artificial and unrealistic kind of campaign where you probably should reconsider a lot of other rules beyond resting.
AgreedThe 'short rest' to recharge being 5 min was arbitrary, though. In a raid on stronghold it might've been too long, in an overland journey, far too quick. Might've been better to just have had encounter powers recharge after an encounter ended, or, maybe even, at the risk of greater damage to fragile senses of verisimilitude, upon rolling initiative (because that'd've prevented systematically abusing an encounter power outside of an actual encounter, FWIW). Same goes with the time for a long rest. Any single time frame is arbitrary and limits the range of pacing for which encounter design guidelines work well.

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