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What Improvements Would You Want with 6E?
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<blockquote data-quote="Bacon Bits" data-source="post: 7834843" data-attributes="member: 6777737"><p>The only major issue I see with 5e from a design perspective is with some of the rest and recovery mechanics.</p><p></p><p>Fighter, Warlock, and Monk all heavily rely on short rests <em>much</em> more than the other classes. They need short rests to operate effectively in every combat. That requirement forces encounter design to increase the number of encounters per day so that short rests become more valuable, but to do that you've got to reduce the overall difficulty of encounters. Now you're running into a wall that makes the game feel less flexible to run as a DM.</p><p></p><p>If your game table likes 2-3 Deadly to Deadly+ encounters all the time, then Fighter, Warlock, and Monk begin to lag behind the other classes. This is an issue of game flexibility that hasn't been an issue before. The game <em>should</em> be able to accommodate that. In the past, the limitation on combat adventuring was always how much healing you had. It doesn't matter how fast or how slow it was, eventually you had to hole up and heal up and recover all your abilities. Now they've done two things: reduce how many abilities <em>some classes</em> get and link <em>those classes' abilities</em> to short resting. Now you've got natural conflict about how often to rest and what type of rest to take. I've seen tables argue about it. The Fighter wants to stop and rest because <em>he has nothing cool to do for the rest of the day</em>, while everyone else says, "the Cleric can heal you; let's keep going." It's like going on a car ride with 3 men and 1 pregnant woman: there's going to be an argument about stopping to pee.</p><p></p><p>It also means, somewhat paradoxically, that Fighters, Warlocks, and Monks are terrible at long chases or sustained time pressures! If you're in a situation where you're going to face a long series of encounters and you can't short rest due to time, those three classes are much more limited. Since short rests take so long and long rests are unavoidable due to exhaustion, these three classes have a significant disadvantage that isn't clear from first glance. Since one of those classes -- namely, Fighter -- is <em>the most popular class in the game</em> it's kind of a significant design issue. Fortunately, martial classes are very potent in 5e in relative terms, and Warlocks have the highest damage cantrip in the game, so it's a little easier to get past.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7834843, member: 6777737"] The only major issue I see with 5e from a design perspective is with some of the rest and recovery mechanics. Fighter, Warlock, and Monk all heavily rely on short rests [I]much[/I] more than the other classes. They need short rests to operate effectively in every combat. That requirement forces encounter design to increase the number of encounters per day so that short rests become more valuable, but to do that you've got to reduce the overall difficulty of encounters. Now you're running into a wall that makes the game feel less flexible to run as a DM. If your game table likes 2-3 Deadly to Deadly+ encounters all the time, then Fighter, Warlock, and Monk begin to lag behind the other classes. This is an issue of game flexibility that hasn't been an issue before. The game [I]should[/I] be able to accommodate that. In the past, the limitation on combat adventuring was always how much healing you had. It doesn't matter how fast or how slow it was, eventually you had to hole up and heal up and recover all your abilities. Now they've done two things: reduce how many abilities [I]some classes[/I] get and link [I]those classes' abilities[/I] to short resting. Now you've got natural conflict about how often to rest and what type of rest to take. I've seen tables argue about it. The Fighter wants to stop and rest because [I]he has nothing cool to do for the rest of the day[/I], while everyone else says, "the Cleric can heal you; let's keep going." It's like going on a car ride with 3 men and 1 pregnant woman: there's going to be an argument about stopping to pee. It also means, somewhat paradoxically, that Fighters, Warlocks, and Monks are terrible at long chases or sustained time pressures! If you're in a situation where you're going to face a long series of encounters and you can't short rest due to time, those three classes are much more limited. Since short rests take so long and long rests are unavoidable due to exhaustion, these three classes have a significant disadvantage that isn't clear from first glance. Since one of those classes -- namely, Fighter -- is [I]the most popular class in the game[/I] it's kind of a significant design issue. Fortunately, martial classes are very potent in 5e in relative terms, and Warlocks have the highest damage cantrip in the game, so it's a little easier to get past. [/QUOTE]
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