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Wizard vs Fighter - the math
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<blockquote data-quote="Tony Vargas" data-source="post: 9167191" data-attributes="member: 996"><p>You could also have less incentive in the first place. Shifting resources from long to short rests (and making short rests actually short could do that)</p><p>And you could directly incentivize pressing on with momentum mechanics. Like, IDK, Inspiration for winning an battle that goes away if you rest. Any sort of resource that you accumulate over the 'day' that re-sets on a rest.</p><p></p><p>Time pressure is just the 1000 orcs, again, tho. Formalizing it with a clock makes it clearer to the players and more abstract, so you might get less frustration with the 1000 orcs - or you might get frustration that the clock is too abstract. </p><p></p><p>That's a carrot to the time-pressure stick, which is likely to be less frustrating, but may still feel forced.</p><p></p><p>But, the most effective thing you could do to solve the whole 5MWD issue screwing up balance, is not to have some classes that get huge amounts of rest-resources alongside others who have few or none besides hp. Simply give every class some long, short, and at-will resources... 5e already does this with most classes, the proportions are just very different. Let all casters recover a few lower-level spells with a short rest, and their few highest level spells only with a long rest. Let non-casters have more short rest resources like action surge, and more long-rest ones like Rage.</p><p>This solves all three issues.</p><p>3. Balance: the classes balance, and stay balanced regardless of whether they have a long or short day.</p><p>2. Stakes: the party can reserve resources or rest strategically to bring the most power to the most difficult or important encounters, they can push themselves when they're sufficiently determined.</p><p>1. Pacing: the DM's campaign can progress naturally, as nothing needs to be forced.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 9167191, member: 996"] You could also have less incentive in the first place. Shifting resources from long to short rests (and making short rests actually short could do that) And you could directly incentivize pressing on with momentum mechanics. Like, IDK, Inspiration for winning an battle that goes away if you rest. Any sort of resource that you accumulate over the 'day' that re-sets on a rest. Time pressure is just the 1000 orcs, again, tho. Formalizing it with a clock makes it clearer to the players and more abstract, so you might get less frustration with the 1000 orcs - or you might get frustration that the clock is too abstract. That's a carrot to the time-pressure stick, which is likely to be less frustrating, but may still feel forced. But, the most effective thing you could do to solve the whole 5MWD issue screwing up balance, is not to have some classes that get huge amounts of rest-resources alongside others who have few or none besides hp. Simply give every class some long, short, and at-will resources... 5e already does this with most classes, the proportions are just very different. Let all casters recover a few lower-level spells with a short rest, and their few highest level spells only with a long rest. Let non-casters have more short rest resources like action surge, and more long-rest ones like Rage. This solves all three issues. 3. Balance: the classes balance, and stay balanced regardless of whether they have a long or short day. 2. Stakes: the party can reserve resources or rest strategically to bring the most power to the most difficult or important encounters, they can push themselves when they're sufficiently determined. 1. Pacing: the DM's campaign can progress naturally, as nothing needs to be forced. [/QUOTE]
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