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The Healing Spirit Nerf=Complete Overkill
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<blockquote data-quote="Ruin Explorer" data-source="post: 8188096" data-attributes="member: 18"><p>Yeah, all of this!</p><p></p><p>1. Is particularly important, because 6-8 encounters really is a hell of a lot of time, and it feels like 1 day = 1 session is kind of how D&D should work, at a minimum, if not more than one day per session.</p><p></p><p>It kind of just moves the old 4E problem around. 4E had the problem that, especially as you leveled up, combat took a really long time (3E had it too, arguably worse, but that's a more complex discussion so let's stick to 4E), and so a session could easily be dominated by, say, two combats. Usually they'd be pretty engaging and everyone would have a good time, but it still felt a bit messed-up when a 3-hour session was basically two 1hr+ combats.</p><p></p><p>5E shortened combat massively. In theory, you're down to like, 15 to 30 minute combats. Except, if you're supposed to do 4+ of them per character-day (assuming maybe another 2-4 non-combat resource-using encounters), you may well end up in a really similar place, just instead of two combats dominating the session, four do. The same issue is prevalent, just slightly more broken up. It feels a bit better, but not a whole lot better.</p><p></p><p>And yeah re: 3. I've noticed that whoever is DMing, whatever the adventure is, whether it's homebrew or pre-written or whatever, the number of situations where you can safely do a 1-hour short rest, but not safely do an 8-hour long rest is pretty small. It's not non-existent, but it's small.</p><p></p><p>EDIT - One of the DMs I play with is remarkably good at getting 6-8 encounters/day and making it feel legit, and not run on too long (he's not even the most experienced one), but even he cannot reliably create situations where short rests are viable and long rests are not. Instead it usually ends up that neither is, because an hour is a bloody long time to take a breather.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8188096, member: 18"] Yeah, all of this! 1. Is particularly important, because 6-8 encounters really is a hell of a lot of time, and it feels like 1 day = 1 session is kind of how D&D should work, at a minimum, if not more than one day per session. It kind of just moves the old 4E problem around. 4E had the problem that, especially as you leveled up, combat took a really long time (3E had it too, arguably worse, but that's a more complex discussion so let's stick to 4E), and so a session could easily be dominated by, say, two combats. Usually they'd be pretty engaging and everyone would have a good time, but it still felt a bit messed-up when a 3-hour session was basically two 1hr+ combats. 5E shortened combat massively. In theory, you're down to like, 15 to 30 minute combats. Except, if you're supposed to do 4+ of them per character-day (assuming maybe another 2-4 non-combat resource-using encounters), you may well end up in a really similar place, just instead of two combats dominating the session, four do. The same issue is prevalent, just slightly more broken up. It feels a bit better, but not a whole lot better. And yeah re: 3. I've noticed that whoever is DMing, whatever the adventure is, whether it's homebrew or pre-written or whatever, the number of situations where you can safely do a 1-hour short rest, but not safely do an 8-hour long rest is pretty small. It's not non-existent, but it's small. EDIT - One of the DMs I play with is remarkably good at getting 6-8 encounters/day and making it feel legit, and not run on too long (he's not even the most experienced one), but even he cannot reliably create situations where short rests are viable and long rests are not. Instead it usually ends up that neither is, because an hour is a bloody long time to take a breather. [/QUOTE]
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