Quote Originally Posted by Segev View Post
Thanks for clarifying/explaining.

It has been my experience that making SR abilities into more times/LR leads to that "tyrannical halting" of the adventure. Yes, you CAN and SHOULD have time pressures where possible to make that less of a desirable trait, but WotC has demonstrated they can't do that in their own modules, and without examples of how to do that in creative ways, many DMs (me, my uncreative self, included) run out of ways to force that. With monsters and the illusion of lethal death awaiting should they press on, it only makes sense that the party who just nova'd their way past them - feeling, thus, that they've been super challenged, if the number of resources spent is any indication - would feel that stopping and waiting for all their resources to be back makes sense.

Players are, in my experience, very good at securing a location for a rest. VERY good. To the point that it seems extremely contrived to pull out the wandering xorn that is all that can get through those defenses every time they try to wait 24 hours (having had less than an hour since their last long rest) rather than just resting 1.

Maybe SRs need to be shorter to accommodate your other concerns, but I vastly prefer them to be encouraged by the resource attrition rate than to be deprecated to something you can just shrug off as "well, they don't restore anything useful to *me*, so the whole party had better rest or I'm useless after novaing everything I have in the first encounter, where I also overshadowed anybody who didn't have nova capability to that degree."
"They don't restore anything useful to *me*" is how they currently work. As I mentioned repeatedly, I don't want that.

I'm fine, repeat, fine with them being useful. I just don't want them to be required for anyone, because that gives the DM more freedom. They don't have to worry about building in one hour breaks regardless of what is happening in the story, because failing to do so means the monk and warlock are now screwed and the fighter doesn't get their nuke back.

Quote Originally Posted by PhoenixPhyre View Post
I wouldn't say far too widely, but improperly. There are some spells that should absolutely require it that don't (eg forcecage) and some that shouldn't require it (eg barkskin). Personally, I think that concentration is simultaneously too easy to break (for monsters, but this is minor since so few actually use it) and too hard to break (for more optimized PCs).

But forcecage needs a rethink IMO anyway. It's anti-fun.
Fair enough.

Quote Originally Posted by KorvinStarmast View Post
When I played an unoptimized (no res wis, no war caster) spell caster the break in concentration was far too common in my experience.
Cast spell, get hit, miss the save, nobody has to save versus Spirit Guardians (for example, since the save is on their turn). (As but one example)
Did you mean Res Con here?

Quote Originally Posted by Telok View Post
Warlord could be pretty unique with the ally attacks. But nobody, not even a first time rpg player with no d&d history at all, could get over the shout healing.
Even the Giant made fun of it