D&D 5E Spellcasters: Short-rest vs. Long-rest vs. Other

What is your preference for spellcasting recovery time-period?

  • Warlocks short, every one else long. (RAW)

    Votes: 9 21.4%
  • Make all short rest.

    Votes: 9 21.4%
  • Make all long rest.

    Votes: 13 31.0%
  • Some other system? (Other...)

    Votes: 13 31.0%
  • Spellcasting SUCCESS Check needed

    Votes: 4 9.5%
  • Spellcasting DRAIN check needed

    Votes: 5 11.9%

DND_Reborn

Legend
Just curious what peoples' thoughts/preferences are on this.

Warlocks are short-rest recovery casters, everyone else is long-rest recovery. With Tasha's, there seems to be a move away from short-rest features, as well.

Many people don't seem to care for spell slots, anyway, so if you have another option please share.
 

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overgeeked

B/X Known World
Use a free-style casting system that brings in some danger to casting. Roll to cast. Miscasting causes problems. Fumbling causes big problems. Cast anything you want at any level. The higher the spell level the harder and more dangerous it is. The higher your caster level the easier spells are to cast. We need more casters spontaneously mutating, winking out of existence, and permanently turned into inanimate objects.
 

I voted the first option, though it is not quite accurate. I like different casters having different recovery methods, but I'm not sure it is necessary that Warlocks alone are short rest based. I think there could in general be more variety in this.
 

Larnievc

Adventurer
Just curious what peoples' thoughts/preferences are on this.

Warlocks are short-rest recovery casters, everyone else is long-rest recovery. With Tasha's, there seems to be a move away from short-rest features, as well.

Many people don't seem to care for spell slots, anyway, so if you have another option please share.
I like having a mix. My party tends to have two short rests between long rests. This is at 4th level so it work out well to have a mix, rather than one or another.
 


DND_Reborn

Legend
Hi all,

I've updated the poll with a couple new options and increased the votes allowed to 3 so you can select more than one option if you want.

Please update your votes as desired and thanks for voting/participating! :)
 

DND_Reborn

Legend
For the two new options, I have been going back and forth as to which I would prefer myself: spellcasting success check or spellcasting drain check.

I was thinking for drain, if you fail the check you take psychic damage equal to the spell's level and you cannot cast again until you make a successful check or finish a rest.

This would remove spell slots.
 


Redwizard007

Adventurer
The spell Drain and Success checks certainly evoke the feel of spellcasting on Krynn or Athas, and I love them both for that reason, but how much rolling do we want to add to combat? Spellcasters, in particular, already have familiars, summons, dominated foes, etc that stretch out their turn. Doesn't adding rolls just exacerbate that problem?
 


Redwizard007

Adventurer
It is a major issue which is why I haven't adopted such a system. I go back and forth on this part. 🤷‍♂️
I keep thinking that one could combine the caster's roll with the attack/save roll, or maybe every spell is a success, but the caster has bad things happen when they fail their roll... I don't really like either of those, just spitballing. The first punishes you twice for failing a single roll, and the second might require rebalancing spells around the concept of everything sticking.
 


DND_Reborn

Legend
I keep thinking that one could combine the caster's roll with the attack/save roll, or maybe every spell is a success, but the caster has bad things happen when they fail their roll... I don't really like either of those, just spitballing. The first punishes you twice for failing a single roll, and the second might require rebalancing spells around the concept of everything sticking.
I am more inclined to go with the drain check instead of the successful spellcasting check for this reason.

With a successful spellcasting check first, you could fail before even getting to make the spell attack or force the spell save (which becomes the second roll in either case...).

With drain, you resist every spell you cast, whether it affects another creature or not.
 

I've had poor results from success mechnaics. It's awful when your dice are cold and you end up doing nothing. At least as a warrior you can keep swinging your sword.

For the most part I prefer daily recharge / rest. I really enjoyed playing RuneQuest (II) back in the day, and I liked their spell mechanics. There was the Power attribute, rolled similarly as Strength, Intelligence, &c. If your character had a Power of 12, they could cast 12 points of spells "per day". Spells (Battle Magic) ranged from 1-4 points, although some were fixed at a certain value. Coming up on a tough fight, cast Bladesharp (3) on your axe for a bonus to hit and damage. Power goes from 12 to 9.

The interesting thing is that Power did not refresh completely after a night's rest, but rather 1/24th of the total after an hour. It didn't matter what you were doing as long as it wasn't some extended magical working or other exception. In the above case after 6 hours those three points of Power would be restored, regardless of whether they were sleeping, hiding, exploring, or boating down the Zola Fel.

For casters, it would be interesting to have them regain a level of spell power per hour, maybe.
 

DND_Reborn

Legend
I've had poor results from success mechnaics. It's awful when your dice are cold and you end up doing nothing. At least as a warrior you can keep swinging your sword.
In my vision you would rarely (if ever) end up doing nothing. Worst case scenario you'd probably use a cantrip--which is a kin to the warrior swinging their sword. 🤷‍♂️
 

Charlaquin

Goblin Queen (She/Her/Hers)
All recharge abilities! Not only spell casters.
The only usage for short rest would be to spend hit dice, and that way it can be as short as needed.
It already can be as short as needed. It started out as 10 minutes in the playtests, and only got changed to 1 hour because people complained they didn’t want PCs to be able to count on being able to rest and spend hit dice whenever they wanted to. The actual length of time is arbitrary.
 

Vaalingrade

Legend
It already can be as short as needed. It started out as 10 minutes in the playtests, and only got changed to 1 hour because people complained they didn’t want PCs to be able to count on being able to rest and spend hit dice whenever they wanted to. The actual length of time is arbitrary.
If I wasn't getting actual useful data from my own playtests, I would be convinced by now that playtesting only serves to make things worse in every possible way.
 

For a radical change: No rests - all spells are at will. You can absolutely balance this if you want to, and it works for any pace of play.

It just means higher level spells don't hit harder. They simply add options.
 

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