UngeheuerLich
Legend
So while most points are hinting to little problems in 5e they are blown way out of proportion.
Adopting the PF2e action economy would be a major re-write and warrant a new edition.I don’t want a 6e. I want a slight reset with an improved action economy similar to Pathfinder 2e. Expansion of subclass options and backgrounds, most popular new races added into the core rule book. Things like that rather than a revamp. New art. Maybe a section in the DMG on Phandelver or a similar location in the Realms. Very little needs done to 5e really.
I don’t want a 6e. I want a slight reset with an improved action economy similar to Pathfinder 2e. Expansion of subclass options and backgrounds, most popular new races added into the core rule book. Things like that rather than a revamp. New art. Maybe a section in the DMG on Phandelver or a similar location in the Realms. Very little needs done to 5e really.
I've already looked into adding it to my 5e games and it affects every class in multiple ways. Along with reassigning all move and bonus actions, standard actions (multiattack?), and reactions you have to consider all spells and many class features. Then, ideally, like PF2e there are features and abilities that take advantage of this new action economy. Not to mention legendary actions and other odd balls. You could simply mash into the current system, but that would not be doing the concept justice.I don’t see how it would be a major rewrite. It wasn’t a major rewrite changing the action economy in 3e to the action economy of 3.5. It seems more a simplification
1/3 casters don't have nearly enough resources to count as being daily powers. Getting 2nd level spells at level 7 and 3rd level spells at level 13 is absurdly slow.
And having played a Champion level 1-19, calling anything they get before level 18 an "at-will power" is really stretching that definition. No, I never felt weak, but without the minimal amount of decision making required to use GWM, I would never have made it past level 5 with that class. Playing a champion, you feel like you have two choices to make and that's it: when to Second Wind (yay) and when to Action Surge. Since Action Surge is best early on (best defense is a good offense) you run into the problem that if you make a mistake, you're stuck until the next long rest.
You're missing my point. It's been an issue, yes, but it's not been one which has caused party conflict. It's never worked at cross-purposes. It's been an artifact of the game, but not a flaw of design. It hasn't been a problem that caused issues in game play. Well, excepting the "5 minute work day" that irritates DMs, but if that was an issue in 4e then that's basically impossible to avoid.
In 1e/2e/3e/4e, when the Fighter wanted to stop because they were out of hp, you stopped because nobody else wants the Fighter's role of high AC, high hp, and consistent damage. The "meat shield" idiom is not an unwarranted one. When the spellcasters want to stop, the Fighter does because not only does he wants the Wizard's big guns, he wants the Clerics fast healing and combat healing. Not only do the requirements to rest dovetail into what each class does for the others, nobody is really arguing about how long to rest, either. [Excepting 1e's extremely slow spell recovery, but I don't think I ever played in a campaign that didn't use 100% daily spell slot recovery.]
In 5e, you can run into situations where the Fighter/Warlock/Monk wants to stop because their active resources need replenishing, but the Barbarian/Bard/Cleric/Druid/Rogue/Paladin/Wizard/etc. don't want to stop because not only are they mostly full on resources, but the role that a Fighter/Warlock/Monk is expected to fill int the party -- tank, blaster, or skirmisher -- isn't significantly impaired. The worst part is that they'll be more likely to be bored and they player might feel less in the spotlight. It doesn't make your character worse, it just makes playing your character feel worse. Unfortunately, that actually worse from a design perspective.
It's somewhat ironic because, in my observation, the number one recommendation that DMs seem to get when they ask, "How do I run 6-8 encounters a day when my party keeps stopping after 2-4," is, "Use time pressure to force them to keep going." Nearly any time pressure that is urgent enough to prevent them from long resting is also going to prevent them from short resting every other encounter!
It would be less of an issue if there were more classes that relied on short rests for most of their interesting, active abilities. The problem is that, with only 3 classes with the issue, many groups will have 1 short rest class and 3-4 long rest classes (or the one at-will class, Rogue). So the short rest player is always out-voted.
There's a third problem with short rests, and this one relates to Hit Dice.
One of the last concessions made at the end of playtesting was to dial back the number of Hit Dice recovered with a long rest. Originally, you recovered all of them with a long rest. They switched it to only recovering half with a long rest to appease players who wanted slower recovery.
That was also a design mistake. The consequence is that, over the long term, filling your day with short rests to recover hit points and continue adventuring carries diminishing returns.
Say you're a 10th level whatever. You short rest and expend 5 Hit Dice to recover your hp. Later, you rest again and spend another 4 Hit Dice to recover hp, and you keep going. Later you long rest. Great! This is what the game wanted you to do! Except, wait. You only recover 5 HD overnight. You'll only have 6 HD tomorrow, but adventuring today and recovering with short rests cost 9 HD. Assuming the next day is equally difficult, I should expect to be unable to continue adventuring tomorrow at my second rest opportunity (i.e., short, long) even though I had three rest opportunities today (i.e., short, short, long).
Now, I agree that this is very realistic. Getting worn down over time is thematic, flavorful, and challenging. Indeed, I would even agree that this is an overall good design... except when your game includes classes that rely on short rests.
Reduced HD recovery discourages short resting day after day after day. Short resting is now not as sustainable. You'll either need to go more encounters between rests, or else just have fewer encounters per day even if they have the same difficulty. If you do the former, then short rest classes have fewer chances to recover resources over the same number of encounters. That is, they have fewer ability uses each day. If you do the latter, long rest characters will have the same amount of resources to use over fewer encounters. That is, they have fewer ability targets each day.
The 5 minute Work day is not impossible to resolve. 13th Age does it easily. You just make the reset indepedent of actual time and dependent on the number of encounters that take place, with the GM adjusting as needed.
Now whether you'd prefer the 5 minute work day (In order to clutch desperately at some last fragments of real world plausibility) to that solution is another issue. But the problem has been solved.
My experience as a player (I won't run 5E - I've got far better options) is that GMs just don't grok the importance of spacing out rests for the at-will short rest characters. It's common in my experience to have encounters during travel, where there are two or three full nights before the next one and the rest variant isn't used. Players quickly learn that they can get away with being awesome. And unless you're doing dedicated dungeon delving it's very easy for combats to drop down to one or two a day (In an urban or wilderness adventure you might get in 4 combats in a session but they won't necessarily be on the same day in game time).That’s one solution that works. I wonder about people that have been writing adventures 20+ years. I never had a problem with any edition. It was all a matter of construction the encounters and adventures. And really wasn’t that hard with practice. Is this a phenomenon of people that play prepublished adventures?