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Finally switching my campaign from 4th to 5th Edition.
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<blockquote data-quote="devincutler" data-source="post: 6792147" data-attributes="member: 6684551"><p>Take a look at the starter adventure Lost Mines of Phandelver. Without giving spoilers, the first episode and the Castle episode both follow the guidelines in the DMG pretty well. Both of these areas have potential consequences for parties that retreat and return (even for an hour), even if these consequences are not spelled out in the scenario, the DM should be able to figure them out.</p><p></p><p>Other areas are less so. Thundertree, for example, might have no consequences at all for taking a long rest after each encounter.</p><p></p><p>I don't see a problem with the rest issue. It has been present in literally every version of D&D, including 4th edition (expend dailies, retreat and rest) and is up to the DM to ameliorate. In fact, it is pretty much an issue in almost every FRP I have played in (e.g. Runequest).</p><p></p><p>As a DM, I basically let it slide and let the players pace the adventure until I see it being abused, in which case I then take steps such as wandering encounters and/or time-sensitive missions. I also usually, in dungeons that are organized, have a section on what happens if the PCs attack, retreat, and return.</p><p></p><p>In 3e enemy spellcasters usually had spell load outs that were not optimized for combat, but were appropriate for day-to-day activities and included non-combat spells. However, if the PCs retreat, then the enemy spellcasters get to rest and prepare new spells, usually not only more combat oriented, but also tailored to whatever abilities or spells the PCs demonstrated in the initial assault. This alone has caused my players to think very carefully about retreating mid-assault.</p><p></p><p>Additionally, in 3e the ability to layer buff upon buff means that mid to high level combats in 3e are very swingy depending upon who gets surprise and who does or does not have time to buff up. Usually, when PCs assault a bad guy lair, the PCs have all pre-buffed and the bad guys are the ones pressed for time to do so. In other words, the enemy is often reactive to the PCs. Once the PCs retreat, however, that equation changes.</p><p></p><p>Of course, having the enemies track down the resting PCs and assault them while they are recuperating is also fun.</p><p></p><p>This is less usuable in 5e where most enemies have a set list of spells and few of them seem to be non-combat spells, and buffing time is limited due to the concentration mechanic. Nevertheless, there are still plenty of ways the bad guys can prepare for a renewed PC assault.</p></blockquote><p></p>
[QUOTE="devincutler, post: 6792147, member: 6684551"] Take a look at the starter adventure Lost Mines of Phandelver. Without giving spoilers, the first episode and the Castle episode both follow the guidelines in the DMG pretty well. Both of these areas have potential consequences for parties that retreat and return (even for an hour), even if these consequences are not spelled out in the scenario, the DM should be able to figure them out. Other areas are less so. Thundertree, for example, might have no consequences at all for taking a long rest after each encounter. I don't see a problem with the rest issue. It has been present in literally every version of D&D, including 4th edition (expend dailies, retreat and rest) and is up to the DM to ameliorate. In fact, it is pretty much an issue in almost every FRP I have played in (e.g. Runequest). As a DM, I basically let it slide and let the players pace the adventure until I see it being abused, in which case I then take steps such as wandering encounters and/or time-sensitive missions. I also usually, in dungeons that are organized, have a section on what happens if the PCs attack, retreat, and return. In 3e enemy spellcasters usually had spell load outs that were not optimized for combat, but were appropriate for day-to-day activities and included non-combat spells. However, if the PCs retreat, then the enemy spellcasters get to rest and prepare new spells, usually not only more combat oriented, but also tailored to whatever abilities or spells the PCs demonstrated in the initial assault. This alone has caused my players to think very carefully about retreating mid-assault. Additionally, in 3e the ability to layer buff upon buff means that mid to high level combats in 3e are very swingy depending upon who gets surprise and who does or does not have time to buff up. Usually, when PCs assault a bad guy lair, the PCs have all pre-buffed and the bad guys are the ones pressed for time to do so. In other words, the enemy is often reactive to the PCs. Once the PCs retreat, however, that equation changes. Of course, having the enemies track down the resting PCs and assault them while they are recuperating is also fun. This is less usuable in 5e where most enemies have a set list of spells and few of them seem to be non-combat spells, and buffing time is limited due to the concentration mechanic. Nevertheless, there are still plenty of ways the bad guys can prepare for a renewed PC assault. [/QUOTE]
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