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Wizard vs Fighter - the math
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<blockquote data-quote="Minigiant" data-source="post: 9168390" data-attributes="member: 63508"><p>I think the issue really isn't realism but consistency..</p><p></p><p>The mechanics for the wizard and most of the full casters of D&D don't match a dungeon game nor an adventure game nor a monster of the week game </p><p></p><p>It is players who pursue the delve despite it not being the best use of resources given the default D&D assumptions </p><p></p><p><span style="font-family: 'georgia'">Wizards with less spells per day and more Arcane recoveries feels more like D&D and matches Classic D&D to me than Gritty Rests to get all spells after 7 days.</span></p><p></p><p>The logical deduction of Gritty Resting is to Nova spells and Quiting Dungeons early because you can't rest on the way to the dungeon nor back.</p><p></p><p>You'd have to save more spells for random encounters and will have to ditch the dungeon earlier as you can't short rest quickly AND you you can't long rest until you get back to town AND your spells are still stronger than most monster features AND you still get all your magic up front.</p><p></p><p>Wizard: That's 3 fireballs. Time to pack it up. We need to go home.</p><p>Fighter: You still have plenty of magic left.</p><p>Wizard: That's got to last us until we get back to Woody Pines. In case we run into more random goblin raid parties or another draconic bear. (stares at DM)</p><p>Cleric: It's not like we found any safe places to rest for a week on the way here. (stares at DM) I'm on half spells too. Too bad for the lord's son. Won't make it back by the full moon.</p><p>Rogue: Can't save him if we're dead too. (stares at DM) Welp. At least I got this +1 dagger.</p><p>DM: OKAY FINE. If you continue, No random encounters.</p><p>Ranger: RIP Immersion.</p><p>Wizard: That died when we met that dragonic bear. </p><p></p><p>(paraphrasing of my only game using Gritty Rests)</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9168390, member: 63508"] I think the issue really isn't realism but consistency.. The mechanics for the wizard and most of the full casters of D&D don't match a dungeon game nor an adventure game nor a monster of the week game It is players who pursue the delve despite it not being the best use of resources given the default D&D assumptions [FONT=georgia]Wizards with less spells per day and more Arcane recoveries feels more like D&D and matches Classic D&D to me than Gritty Rests to get all spells after 7 days.[/FONT] The logical deduction of Gritty Resting is to Nova spells and Quiting Dungeons early because you can't rest on the way to the dungeon nor back. You'd have to save more spells for random encounters and will have to ditch the dungeon earlier as you can't short rest quickly AND you you can't long rest until you get back to town AND your spells are still stronger than most monster features AND you still get all your magic up front. Wizard: That's 3 fireballs. Time to pack it up. We need to go home. Fighter: You still have plenty of magic left. Wizard: That's got to last us until we get back to Woody Pines. In case we run into more random goblin raid parties or another draconic bear. (stares at DM) Cleric: It's not like we found any safe places to rest for a week on the way here. (stares at DM) I'm on half spells too. Too bad for the lord's son. Won't make it back by the full moon. Rogue: Can't save him if we're dead too. (stares at DM) Welp. At least I got this +1 dagger. DM: OKAY FINE. If you continue, No random encounters. Ranger: RIP Immersion. Wizard: That died when we met that dragonic bear. (paraphrasing of my only game using Gritty Rests) [/QUOTE]
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