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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="clearstream" data-source="post: 7177558" data-attributes="member: 71699"><p>You are right that we can dial up the challenge on one encounter to test even a full-rested party. My feeling is that our expressive range then narrows as we focus on deadly encounters and alpha strikes. We lose the opportunity to also offer a series of encounters that - individually easy or medium - are collectively challenging via resource attrition. As a DM, I want to offer alpha-strikes AND opportunities for resource management because I believe that the game is richer for my players when I do that. The contrast between short-rest and long-rest features feed into that broadened expressive range. An excellent example are Warlock spell slots. At 10th level spread over 6-8 encounters between long-rests, the Warlock and Wizard enjoy parity on average number of spell slots expendable per encounter.</p><p></p><p></p><p>For me these are two separate issues. Whether or not we want a linear campaign, we can benefit from being able to offer a mix of individually deadly encounters and chains of debilitating encounters. Right? Separately, the sandbox campaign is something WotC have expressly acknowledged and attempted to support (OOTA, SKT). In any event, the issues with resting for a sandbox campaign relate to matching the scale. WotC's designers brushingly reference that in the DMG (Gritty Realism rest option) although I don't feel they yet state it as crisply as they need to.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7177558, member: 71699"] You are right that we can dial up the challenge on one encounter to test even a full-rested party. My feeling is that our expressive range then narrows as we focus on deadly encounters and alpha strikes. We lose the opportunity to also offer a series of encounters that - individually easy or medium - are collectively challenging via resource attrition. As a DM, I want to offer alpha-strikes AND opportunities for resource management because I believe that the game is richer for my players when I do that. The contrast between short-rest and long-rest features feed into that broadened expressive range. An excellent example are Warlock spell slots. At 10th level spread over 6-8 encounters between long-rests, the Warlock and Wizard enjoy parity on average number of spell slots expendable per encounter. For me these are two separate issues. Whether or not we want a linear campaign, we can benefit from being able to offer a mix of individually deadly encounters and chains of debilitating encounters. Right? Separately, the sandbox campaign is something WotC have expressly acknowledged and attempted to support (OOTA, SKT). In any event, the issues with resting for a sandbox campaign relate to matching the scale. WotC's designers brushingly reference that in the DMG (Gritty Realism rest option) although I don't feel they yet state it as crisply as they need to. [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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