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This is also a fair point.
I play waaay more ressource-oriented in this game as I did in let's say DOS2. This also results in way different experiences.
I had a VERY strange bug the other day and had to return to a previous save. I had to redo an encounter. On my first go (before the bug) the encounter was VERY hard because it was the 3rd in a row and I had to fight tooth and nails - on my second go I had full ressources (just rested) and just decimated the enemies. If every encounter was balanced with cooldowns in mind, all encounters would need to be needlessly harder (aka. balanced with an always fully-rested party in mind).
4th edition was bad. You can characterize anyone disagreeing with you however you want.
And that applies to melee abilities, too. Why can I swing my sword over and over and over without needing to sit down and watch the clouds but if I want to make the target bleed for a whopping whole two turns, I have to have a picnic before I can do that a second time? I can fire off infinite arrows (something that doesn't even require having actual arrows for), but I want to shoot someone's leg to slow them down (Hamstring), I can't do that a second time without needing a twinkie first?
The rest system for D&D just doesn't make sense, and when translated into video game mechanics just sucks out fun. But, it's what we have so we have to deal with it.
Correct.
Because of the rest system they can throw some "easy fights" at you that test how ressource-oriented you can be. Sometimes just casting everything on a horde of goblins ain't the answer.
I hate magic users. Wizards, Harry Potter, all that crap.
I try to win every fight using basic attacking smarts. If I get wiped, who cares, just reload and try again.
It's all just practice. We aren't trying for the Olympic podium here.
Boring and dull, all classes that basically only have "auto attack" or a modified version of it. Half the skill bar is empty.
I have used fighter and barbarian myself in party, and it is dull and boring af. It's not much of a class to me, just a geezer that swings a 2h weapon. It's good because you dont have to deal as much with limited spell use before rest like casters do + they can soak hits as frontline but playwise my god it is boring and uninteresting.
fighter, barb, rogue, monk they all seem boring as hell.
Want to lacerate someone? Cool! But you need to sit down and have a picnic before you can do it again.
Want to rush someone? You can do that! But if you don't take the time to sit down, make a sandwich, and eat it slowly, you won't be able to do it again.
Yeah this rest nonsense seems like some mechanic from a game 30 years ago. It serves no purpose, other than to annoy and inconvenience you and in turn also make the combat more restricted + boring + potentially a slog (forced to use some trash "cantrip" spells that are free) that btw miss, miss, miss, miss, miss oh look I just hit for 1 to 3 damage. Great.
Honestly it's just so stiff and dull.
Atleast the enemies dont have two shield hp bar types like they did in divinity 2, which clowned the entire combat system imo. But this rest system is almost as bad and sours the experience in similar fashion.
Patchfinder had turnbased to but with realtime in mind. It makes the system even more boring.
It's part of the power budget, basically, and at higher levels wizards in particular are already rather powerful compared to their peers. Having their spells not be utterly spammable is necessary if you want the individual spells to still be powerful but also give space for other classes to exist. A rogue can sneak or climb, but the wizard can render the party sneaky with Pass w/o Trace, or use flight or teleportation. A PAM+GWM glaive fighter can dish out a lot of single-target damage, but a wizard can paralyze a target, send it to another plane of existence. Perhaps the barbarian is an expert grappler and can lock down an ogre; the wizard can toss out Evard's Black Tentacles and damage and restrain a square group of four ogres with a single action while remaining out of their reach. Etc. Spell power requires scarcity.
It does not add any decision making at all. I will use all my spells in a fight regardless. And the game often expects you to. You'd be metagaming if you went into a certain fight knowing you won't be fighting any boss and so your cantrips will do. That's not right.
You run out of spells that you are supposed to use to the fullest and then you rest after that.
Cantrops are boring anyway. Spamming constant 1d10 damage spell over and over is boring.
Edit: I also would argue that it takes away from fun a lot. I was going through the goblin stronghold and this was a long one with many fights. Do you know how lame it is to just teleport out into a camp while being in the middle of the stonghold just to magically re-appear next day with my spells? How is this even justifiable in an actual pen and paper session is beyond me. It destroys the world for me.
I recently got back into trying DnD again. (pen and paper). I rolled a Sorcerer. Jesus. Rolling 1d3 for ally my spells that miss often is so ♥♥♥♥♥♥♥ patheticly boring that I cannot look at DnD again. It was and always will be a rubbish system. Levels... who the ♥♥♥♥ thought levels were good for pen and paper.
It's definitely a design flaw within the game. It might work well in pen and paper, but in a video game it will absolutely be abused as much as possible.
I'm choosing not to rest often. Seems too gimmicky/cheese. I go quite a while without taking a long rest and I'm very thoughtful of how I use my spell slots.
Resting should have a higher cost in the game. It's too cheap. As is much of the game economy. Scrolls/Potions/Barrels are far too common. The player always has what they need to do everything and anything. It makes certain classes less appealing and class specialization less interesting.