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General Tabletop Discussion
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Should short rest be an hour long?
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<blockquote data-quote="Tony Vargas" data-source="post: 6957831" data-attributes="member: 996"><p>AEDU was very right for class balance, clarity, new players learning the game, and remaining functional in the face of radically different pacing. </p><p></p><p>The '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. </p><p></p><p>5e assumes a single time frame: a 6-8 encounter 'day' with 2-3 short rests, and a long rest between days, among other things (party composition, lack of feats or magic items, etc, etc). You can then adjust those assumptions to change the feel of your campaign, letting you tune both class and encounter balance...</p><p></p><p>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. <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=";)" /> Or, perhaps more neutrally: D&D is, in significant part, a game of daily resource management.</p><p></p><p>Sort rest recharges are kinda tacked onto that, maybe as a nod to 4e, or as a way of pulling back further from the balanced AEDU framework than Essentials already had. Things might've gone better had there been a simple way to translate short-rest-recharges back to more traditional daily recharges. (Since the game supposes 2-3 short rest per day, multiplying the number of uses by 3 or 4 could do it, for instance.)</p><p></p><p>Once per short rest becomes the classic 3/day. </p><p></p><p>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. </p><p></p><p>Would work for consistently-6-encounter days.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6957831, member: 996"] AEDU was very right for class balance, clarity, new players learning the game, and remaining functional in the face of radically different pacing. The '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. 5e assumes a single time frame: a 6-8 encounter 'day' with 2-3 short rests, and a long rest between days, among other things (party composition, lack of feats or magic items, etc, etc). You can then adjust those assumptions to change the feel of your campaign, letting you tune both class and encounter balance... 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. ;) Or, perhaps more neutrally: D&D is, in significant part, a game of daily resource management. Sort rest recharges are kinda tacked onto that, maybe as a nod to 4e, or as a way of pulling back further from the balanced AEDU framework than Essentials already had. Things might've gone better had there been a simple way to translate short-rest-recharges back to more traditional daily recharges. (Since the game supposes 2-3 short rest per day, multiplying the number of uses by 3 or 4 could do it, for instance.) Once per short rest becomes the classic 3/day. 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. Would work for consistently-6-encounter days. [/QUOTE]
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Should short rest be an hour long?
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