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So...resting in 5e
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<blockquote data-quote="Blue" data-source="post: 7828525" data-attributes="member: 20564"><p>The resource recovery model / resting rules are my biggest single problem with a game I otherwise love. Actual play holds up the 6-8 with two short rests that the DMG recommends as a good balance point between the at-will classes, the short-rest classes, and the long-rest classes. But really, regularly running that many in a single day often does not fit the narrative I want to tell or the pacing I wish.</p><p></p><p>Doing fewer occasionally is fine - as long as you do more just as often. Alternating <6, 6-8, and 9+ encounters between long rests will let different types of characters shine on different days.</p><p></p><p>There is a persistent myth that fewer, more difficult encounters keep the balance between the classes. This is because it can keep the same level of deadliness and does force attrition. But that does not mean that it taxes all of the resource models the same way - it does not. And since those resource models are what the inter-class balance is built on, it favors some classes over the others.</p><p></p><p>A simple example. Consider a caster. Say you have a buff that lasts an entire encounter, and you use it every encounter. It should be clear 2-3 slots used casting it is less than 6-8 slots for a day with more encounters. Now think about a caster affecting foes. If there are more plentiful foes, an area of effect will likely catch more in the same area, making each casting more effective. If there are more powerful foes, because of the nature of only two good saves then a save-or-suck spell will have the same chance to affect them, and each on taken out in more value of enemy negated. Finally, a caster only has a limited number of slots, and then relies on cantrips that are less powerful - if there are less total rounds of combat, and you only have one action per round, that means that more of those actions are using a spell slot instead of a cantrip. (This works the same when you ignore the low level slots that are useful for utility but do less than cantrips in higher tiers.)</p><p></p><p>My next campaign I'm using the DMG variant of a week for long rests and a overnight for a short rest, with the caveat that there are times when a long rest will be quicker. Resting at Elron's (LotR) is a sanctuary that will give you a long rest even if just overnight. I can fake it with things like a magical fountain that gives one sooner if I'm doing a classic dungeon crawl, though my group likes the 5 Room Dungeon concept better. This is to hit the number of encounters I want between rests, something under my control as DM. It allow me the pacing I want for the story while being supported by the mechanics.</p><p></p><p>But really, I'm spoiled by how 13th Age does it. They have the rather gamist solution of that a Full Heal-Up ("long rest" equivilant) happens every 4 battles. Could take place over three weeks of travel, or in a single day. The DM can give it sooner if they think the encounters were particularly tough. And the players can take one ealrlier but they suffer a campaign setback, such as reinforcements getting to their foes, the cultists completing another stage of their ritual, the werewolves turning another commoner into a lycanthrope, or whatever makes sense.</p></blockquote><p></p>
[QUOTE="Blue, post: 7828525, member: 20564"] The resource recovery model / resting rules are my biggest single problem with a game I otherwise love. Actual play holds up the 6-8 with two short rests that the DMG recommends as a good balance point between the at-will classes, the short-rest classes, and the long-rest classes. But really, regularly running that many in a single day often does not fit the narrative I want to tell or the pacing I wish. Doing fewer occasionally is fine - as long as you do more just as often. Alternating <6, 6-8, and 9+ encounters between long rests will let different types of characters shine on different days. There is a persistent myth that fewer, more difficult encounters keep the balance between the classes. This is because it can keep the same level of deadliness and does force attrition. But that does not mean that it taxes all of the resource models the same way - it does not. And since those resource models are what the inter-class balance is built on, it favors some classes over the others. A simple example. Consider a caster. Say you have a buff that lasts an entire encounter, and you use it every encounter. It should be clear 2-3 slots used casting it is less than 6-8 slots for a day with more encounters. Now think about a caster affecting foes. If there are more plentiful foes, an area of effect will likely catch more in the same area, making each casting more effective. If there are more powerful foes, because of the nature of only two good saves then a save-or-suck spell will have the same chance to affect them, and each on taken out in more value of enemy negated. Finally, a caster only has a limited number of slots, and then relies on cantrips that are less powerful - if there are less total rounds of combat, and you only have one action per round, that means that more of those actions are using a spell slot instead of a cantrip. (This works the same when you ignore the low level slots that are useful for utility but do less than cantrips in higher tiers.) My next campaign I'm using the DMG variant of a week for long rests and a overnight for a short rest, with the caveat that there are times when a long rest will be quicker. Resting at Elron's (LotR) is a sanctuary that will give you a long rest even if just overnight. I can fake it with things like a magical fountain that gives one sooner if I'm doing a classic dungeon crawl, though my group likes the 5 Room Dungeon concept better. This is to hit the number of encounters I want between rests, something under my control as DM. It allow me the pacing I want for the story while being supported by the mechanics. But really, I'm spoiled by how 13th Age does it. They have the rather gamist solution of that a Full Heal-Up ("long rest" equivilant) happens every 4 battles. Could take place over three weeks of travel, or in a single day. The DM can give it sooner if they think the encounters were particularly tough. And the players can take one ealrlier but they suffer a campaign setback, such as reinforcements getting to their foes, the cultists completing another stage of their ritual, the werewolves turning another commoner into a lycanthrope, or whatever makes sense. [/QUOTE]
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