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What Improvements Would You Want with 6E?
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<blockquote data-quote="Tony Vargas" data-source="post: 7834915" data-attributes="member: 996"><p>Sure it has. I mean, I get that the conflict would generally be resolved, eventually, by "hey, we're out of healing" or "hey, you can come with me when I teleport or not" but, yeah, there was conflict. </p><p>And, when there wasn't, and the party just went along with the 5MWD, there was (except for the minor 4e blip) significant class imbalance, as a consequence.</p><p></p><p> Meh, only difference between flaw & artifact in that since is spin. Yes, resource disparity is an artifact of the system, yes, it's a flaw, whether between daily and at-will, or among short rest, long rest, and at-will.</p><p></p><p>Erm… was it the fighter that wanted to stop? I mean, in 3e, he just needs you to drain another WoCLW for him, in 4e he's got half again anyone else's hit points and double their surges, and spends 'em on a short rest - coincidentally, he needed 5 minutes, either way, and he's good to go.</p><p></p><p></p><p>I agree, though, that there's an added nuance to the issues, this time around, because short rests are so, well, not-short...</p><p>...there is one mitigating factor, though, in that anyone who's been hurt, even if they've no other short-rest resources, might benefit from spending HD, similar to running out of healing before, but less pronounced.</p><p></p><p>Yeah, time pressure is not /that/ simple a tool. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>The other advice is "change the length of rests." OK, usually it's "use the gritty variant," but you could go the other way and change short rests to a more manageable 5 or 10 minutes or something... really, though, the encounter/daily dichotomy is a <strong>lot</strong> easier to manage than the short/long dichotomy.</p><p></p><p>OTOH, one of those three /is/ the most popular class in the game, and it's not that unusually to see at least two fighters in the party. Monks and Warlocks maybe not so much. So it's really an issue at the party-composition level, and, if you're aware of it, you might, session 0, recommend the players address it, right there, either by agreeing to respect each class's needs, or by picking classes with more compatible resource mixes - Barbarian or Paladin instead of Fighter, for instance.</p><p></p><p>Which is a little odd, honestly (since doesn't the 'gritty' variant do that same thing for them in a big way, too?), but at least easily changed.</p><p></p><p>Mildly, perhaps? ....nah, not especially. Again, if they're that put out they can throw the gritty switch and run at a slower pace.</p><p>Again, especially if the DM resorts to "time pressure?"</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7834915, member: 996"] Sure it has. I mean, I get that the conflict would generally be resolved, eventually, by "hey, we're out of healing" or "hey, you can come with me when I teleport or not" but, yeah, there was conflict. And, when there wasn't, and the party just went along with the 5MWD, there was (except for the minor 4e blip) significant class imbalance, as a consequence. Meh, only difference between flaw & artifact in that since is spin. Yes, resource disparity is an artifact of the system, yes, it's a flaw, whether between daily and at-will, or among short rest, long rest, and at-will. Erm… was it the fighter that wanted to stop? I mean, in 3e, he just needs you to drain another WoCLW for him, in 4e he's got half again anyone else's hit points and double their surges, and spends 'em on a short rest - coincidentally, he needed 5 minutes, either way, and he's good to go. I agree, though, that there's an added nuance to the issues, this time around, because short rests are so, well, not-short... ...there is one mitigating factor, though, in that anyone who's been hurt, even if they've no other short-rest resources, might benefit from spending HD, similar to running out of healing before, but less pronounced. Yeah, time pressure is not /that/ simple a tool. ;) The other advice is "change the length of rests." OK, usually it's "use the gritty variant," but you could go the other way and change short rests to a more manageable 5 or 10 minutes or something... really, though, the encounter/daily dichotomy is a [B]lot[/B] easier to manage than the short/long dichotomy. OTOH, one of those three /is/ the most popular class in the game, and it's not that unusually to see at least two fighters in the party. Monks and Warlocks maybe not so much. So it's really an issue at the party-composition level, and, if you're aware of it, you might, session 0, recommend the players address it, right there, either by agreeing to respect each class's needs, or by picking classes with more compatible resource mixes - Barbarian or Paladin instead of Fighter, for instance. Which is a little odd, honestly (since doesn't the 'gritty' variant do that same thing for them in a big way, too?), but at least easily changed. Mildly, perhaps? ....nah, not especially. Again, if they're that put out they can throw the gritty switch and run at a slower pace. Again, especially if the DM resorts to "time pressure?" [/QUOTE]
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