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Wizard vs Fighter - the math
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<blockquote data-quote="M_Natas" data-source="post: 9165039" data-attributes="member: 7025918"><p>Yeah, it is a feature and a bug. Because it puts you again in a binary win/loose state.</p><p>The problem with the Long Rest as of today, no matter the normal or the gritty one, is that it regenerates 100% of all of your ressources (Except hit dice, that never get used up anyway) no matter how many ressources you had left at the end of the adventuring day.</p><p>That makes going Nova a valid strategy. You don't need to preserve your ressources when you get all of them back no matter what.</p><p>But when you only get 10 to 30% of your ressources back during a long rest, first of all, 1 or 2 encounters a day are suddenly enough for ressource attrition to happen and players suddenly need to preserve their ressource. Because when you only get 20% back, it matters if you start your rest with 80% or 5% of your ressources.</p><p>A long rest system that only gives back 10 to 30% of your ressources per day also allows for more dynamic campaigns in comparison to the gritty realism rules.</p><p>If you are low on ressources, you now have a choice. You can rest some to get a little back to push on. You can rest several days, but risk that the enemy gets more preparation time or ambushes you or doing other proactive stuff. </p><p>You add strategic depth to the game.</p><p></p><p>The biggest Design mistake of D&D 5e is the 100% Ressource Regeneration after a long rest. It is also the most verisimilitude breaking thing in the game, even before fall damage.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9165039, member: 7025918"] Yeah, it is a feature and a bug. Because it puts you again in a binary win/loose state. The problem with the Long Rest as of today, no matter the normal or the gritty one, is that it regenerates 100% of all of your ressources (Except hit dice, that never get used up anyway) no matter how many ressources you had left at the end of the adventuring day. That makes going Nova a valid strategy. You don't need to preserve your ressources when you get all of them back no matter what. But when you only get 10 to 30% of your ressources back during a long rest, first of all, 1 or 2 encounters a day are suddenly enough for ressource attrition to happen and players suddenly need to preserve their ressource. Because when you only get 20% back, it matters if you start your rest with 80% or 5% of your ressources. A long rest system that only gives back 10 to 30% of your ressources per day also allows for more dynamic campaigns in comparison to the gritty realism rules. If you are low on ressources, you now have a choice. You can rest some to get a little back to push on. You can rest several days, but risk that the enemy gets more preparation time or ambushes you or doing other proactive stuff. You add strategic depth to the game. The biggest Design mistake of D&D 5e is the 100% Ressource Regeneration after a long rest. It is also the most verisimilitude breaking thing in the game, even before fall damage. [/QUOTE]
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