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The problem with 5e
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<blockquote data-quote="Don Durito" data-source="post: 8146260" data-attributes="member: 6687260"><p>Long rests are the easiest thing to change. .</p><p></p><p>Changing rests results in three potential problems.</p><ul> <li data-xf-list-type="ul">Spell durations that were meant to last for a full period between long rests are no longer sufficient</li> <li data-xf-list-type="ul">Some magic items as written can be used too often</li> <li data-xf-list-type="ul"><em>possibly</em>, you may have too many short rests vs long rests.</li> </ul><p></p><p>These can be easily addressed by:</p><p></p><ul> <li data-xf-list-type="ul">changing long durations spells so that that work so long as you have are slot committed. Want mage armor all the time? Lose 1 level 1 spell slot.</li> <li data-xf-list-type="ul">Either just tell the players that when a magic items says per day it means once per long rest, or make homebrewed items to give the players which are identical to the ones in the DMG except the duration has been changed.</li> <li data-xf-list-type="ul">limit short rests to 2-3 per long rest. (although I'm not seen this one to be a problem in practice)</li> </ul><p></p><p>So on the one hand, yes; a little more thought should have been given to the edge cases that need addressing. And if they had really wanted to be modular they could have written spell durations and magic items in such a way as to ensure consistency. On the other hand none of the issues are actually game breaking - they just result in a game that works differently then intended.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8146260, member: 6687260"] Long rests are the easiest thing to change. . Changing rests results in three potential problems. [LIST] [*]Spell durations that were meant to last for a full period between long rests are no longer sufficient [*]Some magic items as written can be used too often [*][I]possibly[/I], you may have too many short rests vs long rests. [/LIST] These can be easily addressed by: [LIST] [*]changing long durations spells so that that work so long as you have are slot committed. Want mage armor all the time? Lose 1 level 1 spell slot. [*]Either just tell the players that when a magic items says per day it means once per long rest, or make homebrewed items to give the players which are identical to the ones in the DMG except the duration has been changed. [*]limit short rests to 2-3 per long rest. (although I'm not seen this one to be a problem in practice) [/LIST] So on the one hand, yes; a little more thought should have been given to the edge cases that need addressing. And if they had really wanted to be modular they could have written spell durations and magic items in such a way as to ensure consistency. On the other hand none of the issues are actually game breaking - they just result in a game that works differently then intended. [/QUOTE]
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