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<blockquote data-quote="tetrasodium" data-source="post: 8376872" data-attributes="member: 93670"><p>Actually they did. The entire section from the bottom of dmg81 to 84 is about combat encounter experience before continuing on into things like encounter difficulty & such from 85 on.</p><p>[spoiler][ATTACH=full]142360[/ATTACH]</p><p>[/spoiler]</p><p>If you fit that many encounters into the adventuring day* it will begin to tax PC rest based resources enough to make them regret being reckless or even find themselves without those resources they feel in need of as the number climbs towards 8 or more. If you have less it moves the game towards the trivializing end of things where the 5 minute work day exists. That <em>is</em> the design.</p><p></p><p> Unfortunately that design exacerbates other bad design elements like the ones that fail to provide the gm much room for magic items & cool toys with mechanical impact. Yes you can reduce that number by having fewer harder encounters, but that screws a lot of things as many abilities go from a sometimes thing to an always thing and it amplifies the impact of the bad design on PHB197 to once again limit the GM's ability to actually provide magic items & other cool toys with mechanical impact.</p><p></p><p>*or whatever value of time for that adventuring day you want to use.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8376872, member: 93670"] Actually they did. The entire section from the bottom of dmg81 to 84 is about combat encounter experience before continuing on into things like encounter difficulty & such from 85 on. [spoiler][ATTACH type="full"]142360[/ATTACH] [/spoiler] If you fit that many encounters into the adventuring day* it will begin to tax PC rest based resources enough to make them regret being reckless or even find themselves without those resources they feel in need of as the number climbs towards 8 or more. If you have less it moves the game towards the trivializing end of things where the 5 minute work day exists. That [I]is[/I] the design. Unfortunately that design exacerbates other bad design elements like the ones that fail to provide the gm much room for magic items & cool toys with mechanical impact. Yes you can reduce that number by having fewer harder encounters, but that screws a lot of things as many abilities go from a sometimes thing to an always thing and it amplifies the impact of the bad design on PHB197 to once again limit the GM's ability to actually provide magic items & other cool toys with mechanical impact. *or whatever value of time for that adventuring day you want to use. [/QUOTE]
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