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Why sleeping shouldn't be a long rest
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<blockquote data-quote="miggyG777" data-source="post: 7908609" data-attributes="member: 6987582"><p>I have to disagree with this one. Ever since I stick to the DMG guidelines, aka. 6-8 medium to hard encounters per long rest, the difficulty has increased significantly.</p><p></p><p></p><p></p><p>And this exactly is why it got harder, I nerfed my casters to the point where I actually follow the rules of the DMG. Casters have to manage their resources over the course of 6-8 encounters rather than 2. Before that, they outshone the short rest classes by almost always having all their spells available per encounter.</p><p></p><p></p><p></p><p>This describes the problem that arose with going back how the game was meant to be played. The casters suddenly had to auto attack because their spells were gone and they felt bad about it. It boils down to me having taught them a wrong way to approach the game, which I now have to revert.</p><p></p><p>But then again, the point stands, that if the way the DMG describes the game should be played, actually is more fun. At first glance it seems as if casters fun resources are spread out more thinly over the adventuring day this way, compared to the short rest classes.</p><p>We are still playing on low level, so perhaps them getting more spells with leveling up will fix this and even make progression feel more meaningful. Or maybe I can give the casters different things to do during a fight, i.e cast from scrolls, which in my game should only be done by people that know the arcane arts.</p><p></p><p>What do you guys, that run more encounters per long-rest do, in terms of making the game fun for your spell-casting classes, if you do that at all, or do you just make them auto attack at some point?</p></blockquote><p></p>
[QUOTE="miggyG777, post: 7908609, member: 6987582"] I have to disagree with this one. Ever since I stick to the DMG guidelines, aka. 6-8 medium to hard encounters per long rest, the difficulty has increased significantly. And this exactly is why it got harder, I nerfed my casters to the point where I actually follow the rules of the DMG. Casters have to manage their resources over the course of 6-8 encounters rather than 2. Before that, they outshone the short rest classes by almost always having all their spells available per encounter. This describes the problem that arose with going back how the game was meant to be played. The casters suddenly had to auto attack because their spells were gone and they felt bad about it. It boils down to me having taught them a wrong way to approach the game, which I now have to revert. But then again, the point stands, that if the way the DMG describes the game should be played, actually is more fun. At first glance it seems as if casters fun resources are spread out more thinly over the adventuring day this way, compared to the short rest classes. We are still playing on low level, so perhaps them getting more spells with leveling up will fix this and even make progression feel more meaningful. Or maybe I can give the casters different things to do during a fight, i.e cast from scrolls, which in my game should only be done by people that know the arcane arts. What do you guys, that run more encounters per long-rest do, in terms of making the game fun for your spell-casting classes, if you do that at all, or do you just make them auto attack at some point? [/QUOTE]
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