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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Tony Vargas" data-source="post: 7201647" data-attributes="member: 996"><p>I doubt that's a metric, let alone a sense of challenge that'd resonate with many players...</p><p></p><p> So, one of the many non-promises Mearls non-committed to in the course of the playtest was 'Crystal Clear Guidance' as to the point, in encounters/day at which 5e was going to balance it's innately-imbalanced collection of classic-feel classes. The 6-8 encounter guideline delivered on it. </p><p></p><p>At least, I'm willing to give it the benefit of the doubt.</p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p> I acknowledge the potential of the living world style, yes, and have made use of it myself. </p><p></p><p> My experience with AD&D and 3.x was that classes were not mechanically balanceable by pacing, alone, though it could be a significant part of the pressure put on Tier 1 classes in the living world style.</p><p></p><p>I'm not about to depend on pacing, alone, in 5e, either, but I'm glad to see the guideline.</p><p></p><p> Then it's a feature shared with all games, since perfect balance us impossible.</p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> Whether profound imbalance is intentionally designed into a game, as it was with 3es rewards for system mastery, or actively minimized by the design, or as in 5e some sort of compromise allowing the DM to choose dynamic imbalance for it's own sake, or impose a modicum of mechanical balance by adhering to a guidline, it's remotely possible to argue success or failure relative to the intent, but 'right' or 'wrong' is going to be pointlessly subjective.</p><p></p><p>IMHO, 5e succeeds admirably at delivering the kind of dynamic imbalance that contributed to the distinct feel of the classic game - with some of the more extreme issues and rough edges filed down. But, I have to judge it less successful at the alternative of pacing-imposed mechanical balance, for the same 'elephant' reason this thread has gone over so exhaustively.</p><p>It's a near miss, though, and seizing a little flexibility around the rules for resting is a fair solution for an Empowered DM.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7201647, member: 996"] I doubt that's a metric, let alone a sense of challenge that'd resonate with many players... So, one of the many non-promises Mearls non-committed to in the course of the playtest was 'Crystal Clear Guidance' as to the point, in encounters/day at which 5e was going to balance it's innately-imbalanced collection of classic-feel classes. The 6-8 encounter guideline delivered on it. At least, I'm willing to give it the benefit of the doubt. ;) I acknowledge the potential of the living world style, yes, and have made use of it myself. My experience with AD&D and 3.x was that classes were not mechanically balanceable by pacing, alone, though it could be a significant part of the pressure put on Tier 1 classes in the living world style. I'm not about to depend on pacing, alone, in 5e, either, but I'm glad to see the guideline. Then it's a feature shared with all games, since perfect balance us impossible. ;) Whether profound imbalance is intentionally designed into a game, as it was with 3es rewards for system mastery, or actively minimized by the design, or as in 5e some sort of compromise allowing the DM to choose dynamic imbalance for it's own sake, or impose a modicum of mechanical balance by adhering to a guidline, it's remotely possible to argue success or failure relative to the intent, but 'right' or 'wrong' is going to be pointlessly subjective. IMHO, 5e succeeds admirably at delivering the kind of dynamic imbalance that contributed to the distinct feel of the classic game - with some of the more extreme issues and rough edges filed down. But, I have to judge it less successful at the alternative of pacing-imposed mechanical balance, for the same 'elephant' reason this thread has gone over so exhaustively. It's a near miss, though, and seizing a little flexibility around the rules for resting is a fair solution for an Empowered DM. [/QUOTE]
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