I have a player bringing a fighter/Battlemaster into the game and he posited a question to me:
As written, the Rally Maneuver could be used 4 times on 4 different teammates and they get temp HP until they lose them through damage or take a long rest.
However, with a short rest, the fighter can regain his Superiority Dice and then go into battle fresh. The other teammates still have their temp HP.
To me, this sounds hinky as he's essentially getting two sets of Sup Dice at a time and I know that's verboten. How would you limit this so it's not broken? It almost gives him the Inspiring Leader Feat for free if he can do it this way.
Suggestions? I don't want to outlaw it entirely since it's RAW but it still rubs me the wrong way.
If it bothers you, give the temporary HP a time limit.
Personally, this isn't broken enough to warrant a change, and spellcasters are capable of similar "hacks" by casting 8 hour duration spells shortly before finishing a short rest (or in the case of Warlocks at any point in the day since they get slots back with short rests.)
Eh, his charisma likely isn't too high so your PCs are probably getting 3-10HP at the expense of his battle master die. If he's using them on Rally (or saving them to do so) then he's not using his other abilities. Inspiring leader takes 10 minutes and consumes no resources to affect 6 people, scaling as you increase in level--all things Rally does not.
Also, short rests (to recharge his die) aren't so common that this is game breaking. And if your players try to take too many short rests? Well, there are downsides such as being attacked before completing the rest or missing a secondary objective (the hostages are killed or the bad guy gets away).
Eh, his charisma likely isn't too high so your PCs are probably getting 3-10HP at the expense of his battle master die. If he's using them on Rally (or saving them to do so) then he's not using his other abilities. Inspiring leader takes 10 minutes and consumes no resources to affect 6 people, scaling as you increase in level--all things Rally does not.
Also, short rests (to recharge his die) aren't so common that this is game breaking. And if your players try to take too many short rests? Well, there are downsides such as being attacked before completing the rest or missing a secondary objective (the hostages are killed or the bad guy gets away).
Correct me if I'm wrong but there is a limit of two Short Rests a day, yes?
I believe that there's an average of 2 short rests per adventuring day, but it's not a hard rule. Sometimes there's more, sometimes it's less. I think the "2 short rests" is more a guideline for DMs to not over or under tax party resources
I believe that there's an average of 2 short rests per adventuring day, but it's not a hard rule. Sometimes there's more, sometimes it's less. I think the "2 short rests" is more a guideline for DMs to not over or under tax party resources
The DMG has guidelines for how many encounters you can throw at a party before they need to stop. Quoting the DMG, in order to hit that limit, "the party will likely need to take two short rests, about one-third and two-thirds of the way through the day." That's not a recommendation for what to throw at the party or how to structure an adventuring day though.
Ultimately the players decide how many times they'd like to attempt a short rest and the DM decides if they get interrupted based on the environment and story.
Two short rests is a good baseline since people need to eat lunch and dinner, and that number also strikes a good balance between short rest and long rest classes. If you compare Pact Magic to Spellcasting at various levels, they usually break even after 2 short rests. Less than that and you might leave warlocks and similar classes (monks, battle masters, arcane archers) feeling shortchanged compared to wizards and clerics. Conversely, letting the party take much more than 2 short rests throughout the day makes classes like wizard feel weaker; but in my experience it's hard to have 5-8 encounters per day every day so that doesn't come up as often.
I have a player bringing a fighter/Battlemaster into the game and he posited a question to me:
As written, the Rally Maneuver could be used 4 times on 4 different teammates and they get temp HP until they lose them through damage or take a long rest.
However, with a short rest, the fighter can regain his Superiority Dice and then go into battle fresh. The other teammates still have their temp HP.
To me, this sounds hinky as he's essentially getting two sets of Sup Dice at a time and I know that's verboten. How would you limit this so it's not broken? It almost gives him the Inspiring Leader Feat for free if he can do it this way.
Suggestions? I don't want to outlaw it entirely since it's RAW but it still rubs me the wrong way.
If it bothers you, give the temporary HP a time limit.
Personally, this isn't broken enough to warrant a change, and spellcasters are capable of similar "hacks" by casting 8 hour duration spells shortly before finishing a short rest (or in the case of Warlocks at any point in the day since they get slots back with short rests.)
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Eh, his charisma likely isn't too high so your PCs are probably getting 3-10HP at the expense of his battle master die. If he's using them on Rally (or saving them to do so) then he's not using his other abilities. Inspiring leader takes 10 minutes and consumes no resources to affect 6 people, scaling as you increase in level--all things Rally does not.
Also, short rests (to recharge his die) aren't so common that this is game breaking. And if your players try to take too many short rests? Well, there are downsides such as being attacked before completing the rest or missing a secondary objective (the hostages are killed or the bad guy gets away).
Correct me if I'm wrong but there is a limit of two Short Rests a day, yes?
I believe that there's an average of 2 short rests per adventuring day, but it's not a hard rule. Sometimes there's more, sometimes it's less. I think the "2 short rests" is more a guideline for DMs to not over or under tax party resources
It would make sense for the Fighter to use this ability after a long rest. Then take a short read before heading out.
I wouldn't call it abuse, merely maximizing it's utility.
The party starting each day with a rousing speech before breakfast, to gain some temp hp.
As someone else pointed out it's d8+CHA. Not exactly game breaking, but a nice buffer.
Remember you only take the highest temp hp and they go away after a long rest.
In a game I'm in our Paladin does the same thing, but he had Inpiring Leader feat.
By default I always assume 3 short rest in a day minimum: breakfast, lunch, and dinner.
I guess halfings might take more :)
I know of no limit on Short Rests other then there being 24 hours in a day, and 8 of them long rest.
The DMG has guidelines for how many encounters you can throw at a party before they need to stop. Quoting the DMG, in order to hit that limit, "the party will likely need to take two short rests, about one-third and two-thirds of the way through the day." That's not a recommendation for what to throw at the party or how to structure an adventuring day though.
Ultimately the players decide how many times they'd like to attempt a short rest and the DM decides if they get interrupted based on the environment and story.
Two short rests is a good baseline since people need to eat lunch and dinner, and that number also strikes a good balance between short rest and long rest classes. If you compare Pact Magic to Spellcasting at various levels, they usually break even after 2 short rests. Less than that and you might leave warlocks and similar classes (monks, battle masters, arcane archers) feeling shortchanged compared to wizards and clerics. Conversely, letting the party take much more than 2 short rests throughout the day makes classes like wizard feel weaker; but in my experience it's hard to have 5-8 encounters per day every day so that doesn't come up as often.
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