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Spellcasters and Balance in 5e: A Poll
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<blockquote data-quote="Don Durito" data-source="post: 8309648" data-attributes="member: 6687260"><p>The long rest thing is a perennial issue.</p><p></p><p>I'm sort of torn on this issue. On the one hand yes, you should adjust the rest schedule if you're not following it; on the other hand the variants given are poorly done and thought through, and there are tensions within the game that push back against changing up the rest schedule as well.</p><p></p><p>If it takes me 4 sessions to have 3-18 encounters of the appropriate difficutly levels (it's not really 6-8 that's the median) and I only play every two weeks that's 8 real world weeks between long rests. That's not much fun for the player who just levelled up and can only cast their best spell once in an 8 week period. (There's also the issue that long rest variants can take the power of deciding when to rest out of the players hands, which is disempowering and removes one aspect of strategic decision making).</p><p></p><p>The design issues here are not just about the variants. The game expects too many encounters full stop for the variety of play styles it needs to support.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8309648, member: 6687260"] The long rest thing is a perennial issue. I'm sort of torn on this issue. On the one hand yes, you should adjust the rest schedule if you're not following it; on the other hand the variants given are poorly done and thought through, and there are tensions within the game that push back against changing up the rest schedule as well. If it takes me 4 sessions to have 3-18 encounters of the appropriate difficutly levels (it's not really 6-8 that's the median) and I only play every two weeks that's 8 real world weeks between long rests. That's not much fun for the player who just levelled up and can only cast their best spell once in an 8 week period. (There's also the issue that long rest variants can take the power of deciding when to rest out of the players hands, which is disempowering and removes one aspect of strategic decision making). The design issues here are not just about the variants. The game expects too many encounters full stop for the variety of play styles it needs to support. [/QUOTE]
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Spellcasters and Balance in 5e: A Poll
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