howandwhy99
Adventurer
Encounters are not exclusively combat encounters.
For D&D playstyles that highlight combat can be balanced by Hit Point attrition.
Other kinds of Encounters, like ones for conversations, can be balanced by other resources.
Balancing long term resources against short term ones is a big part of D&D.
Balancing by the day is a solid strategy, but higher levels do focus on longer term actions that can take weeks, months, and even years to complete.
Adventure design focusing on degrees of combat availability in an adventuring area is a solid idea. A traditional dungeon has a lot of monsters to fight and many such battles can be waged in a single day.
Adventure design can also focus on degrees of other pillars (or non-pillars). For example, maneuvering within relationships with intelligent NPCs. Or environmental challenges like terrain or traps. All kinds of which can increase in density / number appearing, in difficulty, and so forth.
Similar to a predetermined number of combats / day (I assume players can opt to attempt more or less), non-combat challenges can be balanced similarly. So they do not need to be "in the realm of the Dungeon Master's hands" by default.
And coloring all of this is the degree of competence for engaging with every pillar, adventure type, module, and playstyle baked into each class.
Classes can be different. In fact its a very positive design method as mentioned in the Penny Arcade video on imperfect balance. (The principles discussed just shout as coming from the roots of D&D design).
For example, the Dungeon! boardgame is being rereleased soon and most of its core rules front and foremost showcase diverse class level balancing. It doesn't include design elements for cooperative play, but it doesn't include everything in D&D either. D&D came later to include both balanced asymmetric play and cooperative play.
EDIT:
Last point: it was mentioned several times throughout the article of how DMs have options for adventures and campaigns. Is it possible to to also include the sandbox design where players have that option? Let's go to the maze where we can face creatures in long chains or lets stick to the plains and blast them in big groups?
I think once safe rest areas aren't mandatory or the default and resting resource accumulation amounts are lowered the 5-minute combat day will be handled by the players themselves, and in character in reference to the game world.
For D&D playstyles that highlight combat can be balanced by Hit Point attrition.
Other kinds of Encounters, like ones for conversations, can be balanced by other resources.
Balancing long term resources against short term ones is a big part of D&D.
Balancing by the day is a solid strategy, but higher levels do focus on longer term actions that can take weeks, months, and even years to complete.
Adventure design focusing on degrees of combat availability in an adventuring area is a solid idea. A traditional dungeon has a lot of monsters to fight and many such battles can be waged in a single day.
Adventure design can also focus on degrees of other pillars (or non-pillars). For example, maneuvering within relationships with intelligent NPCs. Or environmental challenges like terrain or traps. All kinds of which can increase in density / number appearing, in difficulty, and so forth.
Similar to a predetermined number of combats / day (I assume players can opt to attempt more or less), non-combat challenges can be balanced similarly. So they do not need to be "in the realm of the Dungeon Master's hands" by default.
And coloring all of this is the degree of competence for engaging with every pillar, adventure type, module, and playstyle baked into each class.
Classes can be different. In fact its a very positive design method as mentioned in the Penny Arcade video on imperfect balance. (The principles discussed just shout as coming from the roots of D&D design).
For example, the Dungeon! boardgame is being rereleased soon and most of its core rules front and foremost showcase diverse class level balancing. It doesn't include design elements for cooperative play, but it doesn't include everything in D&D either. D&D came later to include both balanced asymmetric play and cooperative play.
EDIT:
Last point: it was mentioned several times throughout the article of how DMs have options for adventures and campaigns. Is it possible to to also include the sandbox design where players have that option? Let's go to the maze where we can face creatures in long chains or lets stick to the plains and blast them in big groups?
I think once safe rest areas aren't mandatory or the default and resting resource accumulation amounts are lowered the 5-minute combat day will be handled by the players themselves, and in character in reference to the game world.