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Getting to 6 encounters in a day
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<blockquote data-quote="werecorpse" data-source="post: 7426531" data-attributes="member: 55491"><p>Matt Colville posted on YouTube that he is working on house rules to help get past the "5 minute adventuring day" and to address what seems to be a fairly common occurrence being that games tend to have only one or two encounters before a long rest. I'd link but I don't know how.</p><p></p><p>His solution is to build in to his house rules benefits that accumulate only at the 3rd + encounter, a bit like how in 4e at every 2nd encounter characters would get an action point to spend which encouraged them to push on.</p><p></p><p>I am attracted to some of the reasoning - in that I like the idea of characters being incentivised to push on during the adventuring day - but I also like the idea of the adventuring day being about resource management and fights getting tougher as you go on because you have used up resources (not easier because your saved resources became empowered). I worry that if the players can hoard resources to get past the first few battles the next few will become easy such that the final boss fight of the day ends up easier than the first fight. Also I don't want to just address this last issue by giving the boss extra abilities otherwise it's just combat ability inflation.</p><p></p><p>I think I like the idea of granting benefits for pushing on but maybe more narrative/generic less gamist? like</p><p>- anytime after completing 3 encounters you are able to take a single short rest taking 1 minute;</p><p>- due to your rapid progress catching the enemy slightly off guard all rolls in the first round of initiative in the 5th encounter (including initiative) are at advantage</p><p></p><p>Id be interested in how others incentivise pushing on and what people think of Colville's idea</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7426531, member: 55491"] Matt Colville posted on YouTube that he is working on house rules to help get past the "5 minute adventuring day" and to address what seems to be a fairly common occurrence being that games tend to have only one or two encounters before a long rest. I'd link but I don't know how. His solution is to build in to his house rules benefits that accumulate only at the 3rd + encounter, a bit like how in 4e at every 2nd encounter characters would get an action point to spend which encouraged them to push on. I am attracted to some of the reasoning - in that I like the idea of characters being incentivised to push on during the adventuring day - but I also like the idea of the adventuring day being about resource management and fights getting tougher as you go on because you have used up resources (not easier because your saved resources became empowered). I worry that if the players can hoard resources to get past the first few battles the next few will become easy such that the final boss fight of the day ends up easier than the first fight. Also I don't want to just address this last issue by giving the boss extra abilities otherwise it's just combat ability inflation. I think I like the idea of granting benefits for pushing on but maybe more narrative/generic less gamist? like - anytime after completing 3 encounters you are able to take a single short rest taking 1 minute; - due to your rapid progress catching the enemy slightly off guard all rolls in the first round of initiative in the 5th encounter (including initiative) are at advantage Id be interested in how others incentivise pushing on and what people think of Colville's idea [/QUOTE]
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Getting to 6 encounters in a day
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