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Spellcasters and Balance in 5e: A Poll
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<blockquote data-quote="EzekielRaiden" data-source="post: 8306627" data-attributes="member: 6790260"><p>In general, the response I hear is the second there: that if you're secure enough that you can wait for a full hour and not have a problem, you can <em>probably</em> wait for a much larger portion of a day. Or, alternatively, if you're subject to time pressure such that a single night's rest would become a Serious Problem, enough to overcome the "but if I rest I'll have <em>all</em> my spells to throw at them" argument casters usually (and justifiably!) use, then taking even a full hour break is too great a risk.</p><p></p><p>Most adventuring days are, at most, 16 hours long--and at least a few hours of that time will need to be spent travelling, which isn't compatible with taking a short rest. If you assume (say) 4 hours of travel time, and needing (say) an hour to dismantle camp in the morning and set it back up in the evening (during which time casters can prepare spells and such), then you're already looking at only (at most) 10 hours to work with for whatever activity is so time-sensitive. Spending (at least) 30% of that time <em>resting</em>? Starts to sound like a serious issue if taking even <em>one</em> extra day is enough to spell disaster. (Heh. Spell.)</p><p></p><p>And while I'm genuinely glad that the "gritty realism" rests make things better for you....they would make things <em>worse</em> for me. Because, as I said, I already have issues with it taking multiple sessions just to get out of the "tutorial" levels.* The "gritty" resting rules would simply exacerbate this.</p><p></p><p>*which all but two 5e DMs have <em>adamantly insisted</em> on using, no matter how much I pleaded with them to consider alternatives. Multiple near-TPKs have resulted, which has a rather serious negative effect on player morale.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8306627, member: 6790260"] In general, the response I hear is the second there: that if you're secure enough that you can wait for a full hour and not have a problem, you can [I]probably[/I] wait for a much larger portion of a day. Or, alternatively, if you're subject to time pressure such that a single night's rest would become a Serious Problem, enough to overcome the "but if I rest I'll have [I]all[/I] my spells to throw at them" argument casters usually (and justifiably!) use, then taking even a full hour break is too great a risk. Most adventuring days are, at most, 16 hours long--and at least a few hours of that time will need to be spent travelling, which isn't compatible with taking a short rest. If you assume (say) 4 hours of travel time, and needing (say) an hour to dismantle camp in the morning and set it back up in the evening (during which time casters can prepare spells and such), then you're already looking at only (at most) 10 hours to work with for whatever activity is so time-sensitive. Spending (at least) 30% of that time [I]resting[/I]? Starts to sound like a serious issue if taking even [I]one[/I] extra day is enough to spell disaster. (Heh. Spell.) And while I'm genuinely glad that the "gritty realism" rests make things better for you....they would make things [I]worse[/I] for me. Because, as I said, I already have issues with it taking multiple sessions just to get out of the "tutorial" levels.* The "gritty" resting rules would simply exacerbate this. *which all but two 5e DMs have [I]adamantly insisted[/I] on using, no matter how much I pleaded with them to consider alternatives. Multiple near-TPKs have resulted, which has a rather serious negative effect on player morale. [/QUOTE]
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