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The Adventuring Day XP budget makes sense when you consider it is a budget for you to stock your dungeons
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<blockquote data-quote="Bacon Bits" data-source="post: 8965888" data-attributes="member: 6777737"><p>Only working in specific situations is a big part of the issue. The DM shouldn't have to do special work or make narrative decisions to make the mechanics of the game work. The mechanics should support the narratives. We shouldn't have to say, "Well, I need to structure the story this way or else I'll run into adventure day XP budget problems." I think that's an indication that the game is foundationally broken in a pretty significant way.</p><p></p><p>The problem here is, what do you do when you're running a dungeon with more than 8 encounters? Rappan Athuk is workable because of the nearby town, but there's no way you're retreating all the way to Hommlett while you're going through Castle Amber, Temple of Elemental Evil, Demonweb Pits, or Undermountain. Even 5e adventures like Storm Kings Thunder, Descent to Avernus, Out of the Abyss, or Rime of the Frost Maiden don't really work like that. You often can't withdraw and long rest because <em>there's nowhere to go</em>. If you need to long rest -- and I think the module authors assume you will -- you've got to hole-up in place. Think of how many adventures there are where the PCs go through a portal, end up on another plane, and are then <em>stuck there</em> until the end of the adventure when they can finally escape.</p><p></p><p>[HR][/HR]</p><p></p><p></p><p>No, I did. Under the assumption that if you want the issue you're trying to fix to <em>stay fixed, </em>then you can't eliminate it without the same issue returning. Having a solution to a problem that only works some of the time is not particularly compelling.</p><p></p><p></p><p></p><p>You're no less able to pass a skill check at 1 hp compared to max hp. That's about as realistic as a fireball.</p><p></p><p>[HR][/HR]</p><p></p><p></p><p>That's only <em>one</em> possible solution. The point is to reward the players for progress, not do exactly the first thing I happen to suggest. The point is that narrative solutions require you to twist the game. They limit your options as a DM, or require you to repeatedly punish the players when all they're doing is literally reading what the book tells them and making the most logical decision. It's a bad design.</p><p></p><p>A <em>better</em> solution would be to eliminate "daily" powers entirely, and instead do what nearly every other TTRPG does. Have limited use abilities recover per scene or per set of scenes. Recovery can be automatic at the start of new scenes, or at a fixed rate of in-game time that is significantly divorced from health recovery. </p><p></p><p></p><p></p><p>No, but the first round is seldom the most dramatic or exciting, and the first mile is rarely the fastest, either.</p><p></p><p>[HR][/HR]</p><p></p><p></p><p>No, that sounds nice but that logic leads us to the conclusion that there is no problem if the PCs long rest after every encounter. The difference in the design of Fighter and Wizard pretty significantly contradicts that.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8965888, member: 6777737"] Only working in specific situations is a big part of the issue. The DM shouldn't have to do special work or make narrative decisions to make the mechanics of the game work. The mechanics should support the narratives. We shouldn't have to say, "Well, I need to structure the story this way or else I'll run into adventure day XP budget problems." I think that's an indication that the game is foundationally broken in a pretty significant way. The problem here is, what do you do when you're running a dungeon with more than 8 encounters? Rappan Athuk is workable because of the nearby town, but there's no way you're retreating all the way to Hommlett while you're going through Castle Amber, Temple of Elemental Evil, Demonweb Pits, or Undermountain. Even 5e adventures like Storm Kings Thunder, Descent to Avernus, Out of the Abyss, or Rime of the Frost Maiden don't really work like that. You often can't withdraw and long rest because [I]there's nowhere to go[/I]. If you need to long rest -- and I think the module authors assume you will -- you've got to hole-up in place. Think of how many adventures there are where the PCs go through a portal, end up on another plane, and are then [I]stuck there[/I] until the end of the adventure when they can finally escape. [HR][/HR] No, I did. Under the assumption that if you want the issue you're trying to fix to [I]stay fixed, [/I]then you can't eliminate it without the same issue returning. Having a solution to a problem that only works some of the time is not particularly compelling. You're no less able to pass a skill check at 1 hp compared to max hp. That's about as realistic as a fireball. [HR][/HR] That's only [I]one[/I] possible solution. The point is to reward the players for progress, not do exactly the first thing I happen to suggest. The point is that narrative solutions require you to twist the game. They limit your options as a DM, or require you to repeatedly punish the players when all they're doing is literally reading what the book tells them and making the most logical decision. It's a bad design. A [I]better[/I] solution would be to eliminate "daily" powers entirely, and instead do what nearly every other TTRPG does. Have limited use abilities recover per scene or per set of scenes. Recovery can be automatic at the start of new scenes, or at a fixed rate of in-game time that is significantly divorced from health recovery. No, but the first round is seldom the most dramatic or exciting, and the first mile is rarely the fastest, either. [HR][/HR] No, that sounds nice but that logic leads us to the conclusion that there is no problem if the PCs long rest after every encounter. The difference in the design of Fighter and Wizard pretty significantly contradicts that. [/QUOTE]
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The Adventuring Day XP budget makes sense when you consider it is a budget for you to stock your dungeons
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