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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Tony Vargas" data-source="post: 7180758" data-attributes="member: 996"><p>I don't doubt (and am not going to check up on) the accuracy of your reverse-engineering, I just don't see it as being as relevant in the context of 5e as I might have in 3.x...</p><p></p><p> So, sure, '6 hard encounters (or the exp equivalent) between long rests' might have been clearer. It certainly would have been more exact. It might also have seemed to encourage no deviation...</p><p></p><p> The 6-8 piece is also right there in the book, not an anecdote. </p><p>But, calling anything in 5e 'RAW' in the sense we used it in the 3.5 era is probably inappropriate given it's design philosophy - not just 'rulings not rules,' but the choice of natural language over jargon, and of mixing fluff & crunch without clear demarcation. </p><p></p><p> And that's not stated anywhere in the books.</p><p></p><p>I think it's also putting the cart before the horse, a little. Pacing impacts the effectiveness of the encounter design guidelines, a 'Deadly' encounter is not so deadly if it's the sole encounter of the day, if it follows 8 moderate encounters, it might be quite deadly, indeed. </p><p></p><p> I don't think that does help, at all. If you know you might risk a deadly encounter by resting, you'll need to factor that in to rest frequency: always rest while you still have the resources to handle a deadly encounter. </p><p></p><p> Rogues can deal pretty good damage, and, thanks to backgrounds & BA, skills can be pretty well covered by a party almost regardless of composition.</p><p></p><p> There's also just the simple fact that, under BA, numbers tell heavily, so two more on your side is two more, is more than 50% better...</p><p></p><p> Certainly. I just thought I should admit my bias. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7180758, member: 996"] I don't doubt (and am not going to check up on) the accuracy of your reverse-engineering, I just don't see it as being as relevant in the context of 5e as I might have in 3.x... So, sure, '6 hard encounters (or the exp equivalent) between long rests' might have been clearer. It certainly would have been more exact. It might also have seemed to encourage no deviation... The 6-8 piece is also right there in the book, not an anecdote. But, calling anything in 5e 'RAW' in the sense we used it in the 3.5 era is probably inappropriate given it's design philosophy - not just 'rulings not rules,' but the choice of natural language over jargon, and of mixing fluff & crunch without clear demarcation. And that's not stated anywhere in the books. I think it's also putting the cart before the horse, a little. Pacing impacts the effectiveness of the encounter design guidelines, a 'Deadly' encounter is not so deadly if it's the sole encounter of the day, if it follows 8 moderate encounters, it might be quite deadly, indeed. I don't think that does help, at all. If you know you might risk a deadly encounter by resting, you'll need to factor that in to rest frequency: always rest while you still have the resources to handle a deadly encounter. Rogues can deal pretty good damage, and, thanks to backgrounds & BA, skills can be pretty well covered by a party almost regardless of composition. There's also just the simple fact that, under BA, numbers tell heavily, so two more on your side is two more, is more than 50% better... Certainly. I just thought I should admit my bias. ;) [/QUOTE]
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