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No it isn's. It has zero to do with any balancing. And if you think it does it is just because DND is a rubbish system where levels and dumb spells ruin the balance between classes and different levels. People add rubbish mechanics like resting and they convince themselves it adds anything to balance.
Like being able to use level 1 spell more than 5 times is game breaking. Lol? Please don't insult me.
My barbarian can consistently do 10+ damage and yet I can't use a spell that does 1-10 damage more than 5 times? Balance? Where? And don't tell me about cantrops. They're boring and are yet another way to somehow fix this broken system.
decision making in game should never ever take away fun.
if you don't like levels
and you don't like the possibility of missing
and you don't like resource management
D&D just isn't for you.
Well said.
Alternatively pick a class like warlock yes they have less spell slots but they recharge on short rests so you can use them all per fight if you need to.
Spell slots are like a resource in any other game, you gotta budget them properly unless a situation is dire or demands you act more rash to achieve the goal.
Are you using a lot of direct damage spells on low levels? Like Guiding bolt, magic missile, etc? I've found that the best way to preserve spell slots early levels is to use a party buff like Bless or debuff/disable like grease, sleep, hideous laughter etc and then cantrips or weapon attacks. They make as big or bigger impact if it's a long fight than any 1 magic missile will and if it's a short fight, you don't need to use spell slots.
That is backwards balancing.
Instead of making all spells possible to be missed or resisted or limited that ONE spell that never misses the whole magic system was turned upside down to accomodate this? So now you have limited spells per day (why per day? Why not per encounter or something similary stupid?) instead of a much more elegand and simple solution.
So you have a team of players and just because one Wizard has run out of his spells the entire team has to sit down and waste an entire day just to continue the journey. And if they do not, then they ruin the fun of the Wizard that will be swinging his quarterstaff for the rest of the session or cast the same spell over and over and over again for the next 3 hours. Fun as hell.
You're ♥♥♥♥♥♥♥ right. DnD is the worst role playing system that I know. And all of these things could be done in a much better way so that they wouldn't ruin the game so much.
Levels could be done better with more balancing.
I never said I dislike resource management (unless you mean spells per day).
Missing is fine. RNG is a crucial part of RPG and I love the dice. What I do not like is missing so much and doing so little if you do not miss.
Take my Wizard, for example. Lots of crowd control spells. And yet I rarely use them nowadays because they get resisted so often and give so little it's better just to dish out pure damage. CC just extends the fight and often does ♥♥♥♥ all. Blind is one example. Not only is it easy to resist, but also it still gives the enemy ability to hit you, just with a smaller chance. And instead of making him blind for a few rounds you could deal damage to him.
I dont know why this reply is in a quote box. I don't understand how to properly quote 2 people in a reply. Sorry.
Use your cantrips on easier enemies and when the tough guys come out to play, expend your harder-hitting spells. You can also use the items you pick up (elemental arrows, bottles of grease, etc.) to give your opponents huge disadvantages and yourself an edge in battle.
My group is level 4 and a half. I have not swapped spells a single time. What on earth are you talking about?
And long rests are far from required. I don't do it until all my characters are full on loot and can't pick anything up without getting encumbered.
That tells me it is time to visit a vendor, and take a long rest. I think I've had a total of 8 long rests so far.
My party is 2 casters and 2 non casters. Just because your casters have "big" spells that are super effective does not mean it is a good idea to use them in fights that pose no risk whatsoever.
One of my casters carries every single throwable item. The other has decent dex and is effective with a xbow.
Just because one of my casters can launch a guaranteed 48 damage chromatic orb does not mean I should expect to be able to spam it in every encounter. No, instead I use it on 'boss' type enemies only.
They will never listen to you.
It is people who want to play an aRPG who make thrsr absurd complaints about two things: turn-based, and rest mechanics.
What they are doing makes as much sense as complaining that there not enough car racing in the latest NBA game. I mean they're both sports games so they should have the same mechanics!
That's what happens with nearly every RPG that dares to be turn based or have a rest mechanic. Randoms come ranting that it does not play like an aRPG or like an Adventure game.
I will never understand them.
since early access its always been 4 people parties. It was quite literally designed around parties of 4 and the community has been there through most of it.
The spell slots are a trade off to balance melee. Spells are more powerful and have way more utility but are limited. just like in the tabletop D&D. On the flip side, martial classes are always strong, even if things like superiority dice are limited they still are a threat without them, but at the cost of having less utility and burst.
Short answer, yes you are doing it wrong. Long answer: The spell slot system and rest system is a very good thing. Its also something DnD players are very accustomed to. It prevents the game from being too boring by way of being easy and repetitive. If you are resting all the time, you are playing poorly and using the rest mechanic as compensation for it. The game wants you to make your choices carefully in combat, get creative with strategy and save your more powerful spells and actions for when you really need them. You should be able to clear most encounters with a short rest at max and ideally no rest in between (making good use of high ground for example can result in no damage taken). Use potions, spells, bottles, arrows the terrain, tactical strategy, your imagination...etc. The games provides a tremendous amount of resources, use them. The more creative you get the more the game rewards you for it and the more fun and fulfilling the game becomes...just like a real DnD session.