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D and D 5D's gritty realism variant
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doesn't do anything about the durations
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of spells, which is arguably a problem.
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There are some spells that are designed
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to last through an entire adventuring
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day, such as mage armor. Those spells
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generally have an 8 hour duration, so
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they'll last today, but they won't cover
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tomorrow. And when you're going up to a
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week between long rests, that becomes
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much more of a limitation. you have to
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be much more selective about when you
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use those spells and why. If you know
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you're going to be fighting today, maybe
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it's time to break out mage armor, but
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it's not something that you're just
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going to wake up and do every single
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day. And in my opinion, that is
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interesting. That is a good change to
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the game. In a game where we're
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struggling to get spellcasters to use
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all of their resources and exhaust
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themselves in any meaningful way like
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that, that seems like a feature, not a
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bug. The reality is a proficient, welle
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equipped, prepared spellcaster beyond
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very low levels can take care of most
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encounters with a single spell. like
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they'll probably cast one big spell and
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basically ride that high through the
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rest of the encounter and then maybe
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throw in some cantrips or weapon attacks
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depending on what you've built. Once
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you're through very low levels,
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spellcasters have enough spell slots
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that they can spare one, two, maybe even
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three leveled spells per combat
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encounter. And at that point, like yeah,
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they've got functionally unlimited
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resources and cantrips are mostly there
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as decoration or when they're feeling,
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you know, thrifty, I guess. So, I think
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letting gritty realism break the
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durations of those longrunning spells
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like mage armor, honestly, I think
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that's fine. That may produce actually a
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better play experience than you know the
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relative rest to spell duration
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comparison that we have by default.