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Who wrote these CRs?
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<blockquote data-quote="discosoc" data-source="post: 6721894" data-attributes="member: 6801554"><p>And that's ok. I run my games the same way. I do recommend you consider changing what a short rest and a long rest is, however, to compensate. The GM's guide calls it "gritty realism" or something, but basically make a short rest happen once per day (when they rest for the night), and a long rest happen once per week or whenever they can take an entire day out to rest.</p><p></p><p>The reason I suggest it is twofold: first, it lets you run fewer but more memorable battles without having to throw the CR system out the window entirely. Second, it keeps class balance in line between classes that are more short rest dependent versus those that are more long rest depending.</p><p></p><p>To better illustrate my second point, consider a group with both a Monk and a Paladin. The Monk really shines in being able to recharge ki on a short rest, and gains basically nothing on a long rest other than HD and HP. The Paladin, however, gains little on a short rest, but everything on a long rest. If your groups are never really *needing* short rests (such as due to only fighting a few encounters per day), the Paladin will come off as much stronger because he doesn't need to ration things like smites for future encounters and instead can just unload without concern for what comes next because he'll probably get a long rest soon after. Meanwhile, the Monk won't really get to take advantage of the staying power they have for ki usage because the whole "recharge on a short rest" thing means nothing to him.</p><p></p><p>Try that optional rule out for a few adventures, and you might be surprised at how CR calculations start to make more sense during play. The biggest hurdle is getting the players on board, because it appears to be an obvious nerf. Just explain why it's happening and focus on how CR is calculated based on 6-8 encounters per day, and how class balance assumes several short rests throughout as well. Anyone who happens to be playing something like a Monk, Warlock, or beast Druid should quickly see the benefits.</p></blockquote><p></p>
[QUOTE="discosoc, post: 6721894, member: 6801554"] And that's ok. I run my games the same way. I do recommend you consider changing what a short rest and a long rest is, however, to compensate. The GM's guide calls it "gritty realism" or something, but basically make a short rest happen once per day (when they rest for the night), and a long rest happen once per week or whenever they can take an entire day out to rest. The reason I suggest it is twofold: first, it lets you run fewer but more memorable battles without having to throw the CR system out the window entirely. Second, it keeps class balance in line between classes that are more short rest dependent versus those that are more long rest depending. To better illustrate my second point, consider a group with both a Monk and a Paladin. The Monk really shines in being able to recharge ki on a short rest, and gains basically nothing on a long rest other than HD and HP. The Paladin, however, gains little on a short rest, but everything on a long rest. If your groups are never really *needing* short rests (such as due to only fighting a few encounters per day), the Paladin will come off as much stronger because he doesn't need to ration things like smites for future encounters and instead can just unload without concern for what comes next because he'll probably get a long rest soon after. Meanwhile, the Monk won't really get to take advantage of the staying power they have for ki usage because the whole "recharge on a short rest" thing means nothing to him. Try that optional rule out for a few adventures, and you might be surprised at how CR calculations start to make more sense during play. The biggest hurdle is getting the players on board, because it appears to be an obvious nerf. Just explain why it's happening and focus on how CR is calculated based on 6-8 encounters per day, and how class balance assumes several short rests throughout as well. Anyone who happens to be playing something like a Monk, Warlock, or beast Druid should quickly see the benefits. [/QUOTE]
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