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So the Power Feats Got Nerfed!
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<blockquote data-quote="Willie the Duck" data-source="post: 8797767" data-attributes="member: 6799660"><p>No. It is neither irrelevant, nor am I ignoring anything. I am simply going off in a direction you do not wish to discuss. The two are not the same thing. Participants in a thread do not get to curate what others bring up. Rest assured, no one has missed your point. It isn't that world-shaking, and fits well in line with your existing 'the devs don't know what they are doing' positions (which, in this case, we're actually approaching common ground). </p><p></p><p>Regardless, I think it is pertinent. Unless the game changes recharge mechanics, moves back to a form of social convention (doomclocks or 'most adventures happen in dungeons, leave to rest too frequently and the enemies will set better traps or leave with the loot' or similar) any rest frequency balanced against will be at most a polite suggestion. That's not wrong, but if it is to be the case, there ought be stronger DMG wording saying, in effect, 'yes, if you don't end up with these circumstances, you need to modify things, and here are some [preferably better designed with 8-10 years of experience of the existing structures] methods to do so.'</p><p></p><p></p><p>You're correct. I miss-spoke. I don't know that it was accidental, but they definitely designed a system, found out where it worked best, and then put that as the default. I'm not convinced the numbers are too out of whack for 3-4 harder challenges, but honestly that's not the largest issue, AFAICT. From what I gather from others here, on the larger internet, and in F2F play, is that 6-8 is in the middle of the nadir of a bimodal distribution, with dungeon-crawlers oftentime exceeding that number and wilderness encounters, social encounters, and minidungeons (ex: the ruined temple with some guards out front and then the main battle inside) push the average for other activities closer to 1-2/day.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8797767, member: 6799660"] No. It is neither irrelevant, nor am I ignoring anything. I am simply going off in a direction you do not wish to discuss. The two are not the same thing. Participants in a thread do not get to curate what others bring up. Rest assured, no one has missed your point. It isn't that world-shaking, and fits well in line with your existing 'the devs don't know what they are doing' positions (which, in this case, we're actually approaching common ground). Regardless, I think it is pertinent. Unless the game changes recharge mechanics, moves back to a form of social convention (doomclocks or 'most adventures happen in dungeons, leave to rest too frequently and the enemies will set better traps or leave with the loot' or similar) any rest frequency balanced against will be at most a polite suggestion. That's not wrong, but if it is to be the case, there ought be stronger DMG wording saying, in effect, 'yes, if you don't end up with these circumstances, you need to modify things, and here are some [preferably better designed with 8-10 years of experience of the existing structures] methods to do so.' You're correct. I miss-spoke. I don't know that it was accidental, but they definitely designed a system, found out where it worked best, and then put that as the default. I'm not convinced the numbers are too out of whack for 3-4 harder challenges, but honestly that's not the largest issue, AFAICT. From what I gather from others here, on the larger internet, and in F2F play, is that 6-8 is in the middle of the nadir of a bimodal distribution, with dungeon-crawlers oftentime exceeding that number and wilderness encounters, social encounters, and minidungeons (ex: the ruined temple with some guards out front and then the main battle inside) push the average for other activities closer to 1-2/day. [/QUOTE]
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