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Solving the 5MWD
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<blockquote data-quote="Tony Vargas" data-source="post: 7839935" data-attributes="member: 996"><p>There are, however, classes with <em>no</em> daily resources. An assumption made by the designers when "balancing" the classes. </p><p></p><p>What that means is balancing those few classes with the more D&D-normative full & 1/2 daily casters means tuning the at-will baseline of the daily-less classes above that of the daily classes, and pushing the latter beyond their allotment of dailies to the point that their protracted use of inferior at-will brings them down to the overall level of contribution of the former. </p><p></p><p>Short rests and a higher at-will baseline thanks to cantrips (along with the "fast combat" mandate, I suspect) make 5e the most demanding edition yet in terms of prescribed encounters/day, at 6-8.</p><p></p><p>It does not make a lot of sense, no, but it is what the game design assumes will be the norm - some days less, some <em>even more</em> - and the classes will quickly go out of balance with eachother if you deviate. </p><p></p><p>FrogReaver has a possible fix, here, that's a little more narrative-friendly than the 13A - 'gamist' indeed - solution, in that it still allows for impactful player-initiated rests to recover hp/HD.</p><p></p><p>Other options include encounter-based design, allowing players to choose from only one, or perhaps two adjacent, class Tiers, or to ban or exclusively allow only short-rest/at-will-only classes, fully DM-mediated resting/re-charging options, and, most radical of all, almost not worth mentioning: design the game with classes that are actually balanced without pacing related intervention (unthinkable, I know, but I thought I'd include it for theoretical completeness).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7839935, member: 996"] There are, however, classes with [I]no[/I] daily resources. An assumption made by the designers when "balancing" the classes. What that means is balancing those few classes with the more D&D-normative full & 1/2 daily casters means tuning the at-will baseline of the daily-less classes above that of the daily classes, and pushing the latter beyond their allotment of dailies to the point that their protracted use of inferior at-will brings them down to the overall level of contribution of the former. Short rests and a higher at-will baseline thanks to cantrips (along with the "fast combat" mandate, I suspect) make 5e the most demanding edition yet in terms of prescribed encounters/day, at 6-8. It does not make a lot of sense, no, but it is what the game design assumes will be the norm - some days less, some [I]even more[/I] - and the classes will quickly go out of balance with eachother if you deviate. FrogReaver has a possible fix, here, that's a little more narrative-friendly than the 13A - 'gamist' indeed - solution, in that it still allows for impactful player-initiated rests to recover hp/HD. Other options include encounter-based design, allowing players to choose from only one, or perhaps two adjacent, class Tiers, or to ban or exclusively allow only short-rest/at-will-only classes, fully DM-mediated resting/re-charging options, and, most radical of all, almost not worth mentioning: design the game with classes that are actually balanced without pacing related intervention (unthinkable, I know, but I thought I'd include it for theoretical completeness). [/QUOTE]
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