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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="OB1" data-source="post: 7201029" data-attributes="member: 6796241"><p>It's my contention that the party should feel challenged after each encounter of the day, because each encounter is a test to see if they can keep their resources at or below the expected level for the difficulty of the encounter. That challenge exists because there is uncertainty about the number of encounters they will face prior to their being able to take a rest. Now, the party might look back on a day after completing a long rest and think, well that wasn't as tough as we thought, but it doesn't mean they can go into the next fight blowing resources. </p><p></p><p>The guideline is there to inform DMs of where the line is, so that when designing a dungeon, they don't make it impossible to get to the end (unless that is the intent). It's the same type of guidance as a suggestion not to set the DC of a locked door that the players must get through to complete the quest at a number that is likely to result in failure.</p><p></p><p>Yes, the different classes have been balanced around the concept of Adventuring Day XP, but you don't have to meet that standard all or even most of the time in order to gain the balancing effect of it. You just need to create days that the PCs have a reasonable belief could have that much XP in them prior to having a chance to rest to get them to use resources appropriately, and thus make individual encounters challenging.</p></blockquote><p></p>
[QUOTE="OB1, post: 7201029, member: 6796241"] It's my contention that the party should feel challenged after each encounter of the day, because each encounter is a test to see if they can keep their resources at or below the expected level for the difficulty of the encounter. That challenge exists because there is uncertainty about the number of encounters they will face prior to their being able to take a rest. Now, the party might look back on a day after completing a long rest and think, well that wasn't as tough as we thought, but it doesn't mean they can go into the next fight blowing resources. The guideline is there to inform DMs of where the line is, so that when designing a dungeon, they don't make it impossible to get to the end (unless that is the intent). It's the same type of guidance as a suggestion not to set the DC of a locked door that the players must get through to complete the quest at a number that is likely to result in failure. Yes, the different classes have been balanced around the concept of Adventuring Day XP, but you don't have to meet that standard all or even most of the time in order to gain the balancing effect of it. You just need to create days that the PCs have a reasonable belief could have that much XP in them prior to having a chance to rest to get them to use resources appropriately, and thus make individual encounters challenging. [/QUOTE]
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