So it seems like a pretty straight forward question but when a magic items description says it recharges at dawn as opposed to others that say after a long rest(which is arguably more balanced as you’d assume 24 hours is than every 8) do they mean after enough time has passed or specifically dawn?
my reason for asking this question is my ranger with boots of speed noticed that they recharge at dawn. Does that mean if he waits until the last ten minutes before dawn and activated their ten minutes of double movement, at the end of that ten minutes he can activate again for another ten?
im unsure how to proceed with this as rules as written and rules as intended for this cycle time isn’t generally something I’ve ever had to deal with. Now if it is or isn’t every dawn and you can double dip the powers ones after another activation, should I still allow the player to? It seems so very specific that at a certain time of day you can double dip but due to such a nich time constraint - does it nullify the possible imbalance?
Specifically dawn. I think the benefit of being able to double activate right after dawn can be balanced out by the other times when you adventure early in the day, end up taking a long rest in the afternoon, and your item is still not recharged in the evening when you start up adventuring again. Either way it's not a big real, really.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
... another question is how likely are you to get into a combat situation in the ten minutes before dawn? And after that, how likely are you to have a combat situation that lasts 200 rounds? Or better yet, how likely are you to have combat situations TOTALING 200 rounds in a single adventuring day? Because the boots of speed seem kind of minimally-useful outside of combat settings...
Recharges at dawn. There are a number of fantasy legends/beliefs about dawn and dusk. If the PC chooses to wait until right before dawn to activate an item then does so again right after, they have to remember that the item will not be useful for nearly 24 hours.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
So it seems like a pretty straight forward question but when a magic items description says it recharges at dawn as opposed to others that say after a long rest(which is arguably more balanced as you’d assume 24 hours is than every 8) do they mean after enough time has passed or specifically dawn?
Just wanted to chime in to point out that you can only take one long rest in a 24-hour period. Also the DMG says that if you are in some place without dawn that the DM should just choose a time for the item's daily recharge.
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So it seems like a pretty straight forward question but when a magic items description says it recharges at dawn as opposed to others that say after a long rest(which is arguably more balanced as you’d assume 24 hours is than every 8) do they mean after enough time has passed or specifically dawn?
my reason for asking this question is my ranger with boots of speed noticed that they recharge at dawn. Does that mean if he waits until the last ten minutes before dawn and activated their ten minutes of double movement, at the end of that ten minutes he can activate again for another ten?
im unsure how to proceed with this as rules as written and rules as intended for this cycle time isn’t generally something I’ve ever had to deal with. Now if it is or isn’t every dawn and you can double dip the powers ones after another activation, should I still allow the player to? It seems so very specific that at a certain time of day you can double dip but due to such a nich time constraint - does it nullify the possible imbalance?
thank you for your responses and time :)
Specifically dawn. I think the benefit of being able to double activate right after dawn can be balanced out by the other times when you adventure early in the day, end up taking a long rest in the afternoon, and your item is still not recharged in the evening when you start up adventuring again. Either way it's not a big real, really.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
... another question is how likely are you to get into a combat situation in the ten minutes before dawn? And after that, how likely are you to have a combat situation that lasts 200 rounds? Or better yet, how likely are you to have combat situations TOTALING 200 rounds in a single adventuring day? Because the boots of speed seem kind of minimally-useful outside of combat settings...
Cool. I sorta thought along the same lines but wanted to make sure I wasn’t unbalancing anything I couldn’t foresee.
thanks all! :D
Another consideration, magic items will recharge even if the party is prevented from getting a long rest.
Recharges at dawn. There are a number of fantasy legends/beliefs about dawn and dusk. If the PC chooses to wait until right before dawn to activate an item then does so again right after, they have to remember that the item will not be useful for nearly 24 hours.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Just wanted to chime in to point out that you can only take one long rest in a 24-hour period. Also the DMG says that if you are in some place without dawn that the DM should just choose a time for the item's daily recharge.