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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="hawkeyefan" data-source="post: 7180808" data-attributes="member: 6785785"><p>Yeah, this is all true. My example was admittedly basic, but I kind of meant it to be. Certainly there are multiple classes that fit each of the traditional niches for the most part. My point being not having to sacrifice any of those niches to double up on one or two others is a big difference. </p><p></p><p></p><p></p><p>Sure, that's valid. But I'd say you've created a false equivalency there. I think that variation of DC is a given, so making such a change in design there would be more severe than with rests. </p><p></p><p></p><p></p><p>Exactly. </p><p></p><p></p><p></p><p>See, I kind of see the Rest Mechanic as being heavily influenced by DM judgment. From what I read on these boards, this varies greatly from game to game, but in our game, my players don't say they take a rest, they ask if it is possible. Almost any instance is one where I have to decide if their request is possible. Long Rests are a little more standardized in that they can only occur once per day, and have other requirements to be met, but even then, there is often a judgement call, especially when the players decide to try and rest in an area that may be a high danger area. </p><p></p><p></p><p></p><p>I get that. I've found solo monsters, even when bolstered by legendary actions and lair actions, struggle to stand up to a party. The larger the party, the harder that struggle. Throwing even a few underling types into the mix really helps. For Graz'zt, I'd likely add in a Succubus or two, and then like a Glabrezu. Seems like he'd always have an entourage of some sort. Those three additional creatures would make the encounter much much deadlier, but since the party fled anyway, that shouldn't have been too big a deal. They'd just have to flee earlier!</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7180808, member: 6785785"] Yeah, this is all true. My example was admittedly basic, but I kind of meant it to be. Certainly there are multiple classes that fit each of the traditional niches for the most part. My point being not having to sacrifice any of those niches to double up on one or two others is a big difference. Sure, that's valid. But I'd say you've created a false equivalency there. I think that variation of DC is a given, so making such a change in design there would be more severe than with rests. Exactly. See, I kind of see the Rest Mechanic as being heavily influenced by DM judgment. From what I read on these boards, this varies greatly from game to game, but in our game, my players don't say they take a rest, they ask if it is possible. Almost any instance is one where I have to decide if their request is possible. Long Rests are a little more standardized in that they can only occur once per day, and have other requirements to be met, but even then, there is often a judgement call, especially when the players decide to try and rest in an area that may be a high danger area. I get that. I've found solo monsters, even when bolstered by legendary actions and lair actions, struggle to stand up to a party. The larger the party, the harder that struggle. Throwing even a few underling types into the mix really helps. For Graz'zt, I'd likely add in a Succubus or two, and then like a Glabrezu. Seems like he'd always have an entourage of some sort. Those three additional creatures would make the encounter much much deadlier, but since the party fled anyway, that shouldn't have been too big a deal. They'd just have to flee earlier! [/QUOTE]
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