D&D 5E Resting and the frikkin' Elephant in the Room

Sadras

Legend
But again, as I've said numerous times before... doesn't this depend on the encounter itself? A lone assassin can be a deadly encounter but have little to no ramifications on the world at large...

Sure that is true, but you still have another two deadly encounters. More assasssins? I can see it working if you're using the strict progression rates and encounter days required to level up (refer @vonklaude's rest method in one of the splinter rest threads) which require adventuring 33 days for level 1-20.
For someone like me, who uses a much slower advanacement, upping the difficutly rating to deadly to 3 deadly encounters per day (for attrition) is just not practical and affects my world building.
 
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Imaro

Legend
The argument is that a single encounter in isolation can't easily be accommodated, but that using only deadly encounters in 3/day batches is. It's an aggregate issue, not a single encounter issue. 1 assassin isn't a problem -- 3 assassins a day for a 4th level party of 4 characters has some level of needing explanations, though. If you do this occasionally in settled areas, again, you're back to less of an issue -- surges can be explained away. But if you want to have more encounters, then you run into issues. And this gets more and more pronounced as the characters level. At 4th, little issue. At 14th, though, the level of the threats do require some lampshading within the worldbuilding.

Wanting to have more encounters is a separate issue and has nothing to do with worldbuilding. In that case the only answer is to have differing amounts of encounters.

I (and I believe [MENTION=22779]Hussar[/MENTION] and a few others) are basically saying when you take the time to craft the encounters logically so that they fit in your world you don't run into a problem where they impact it in the manner you seem to believe must happen. Instead your wroldbuilding is impacting your encounters (which is my preferred method). At 14th level though you are considered special and are supposed to be traveling and handling things that can affect whole continents and regions. At this point you pretty much are a trouble magnet and there should be powerful forces actively opposing you. Now if you're at 14th level and are still clearing out the dungeons of the local town... well that seems more a conflict between the vision of the game itself and your adventures/campaign structure than a problem with actual worldbuilding and encounters..
 

Imaro

Legend
Right, you've built your world to accommodate your encounter pacing mechanic -- safe areas are immune from any encounters because the world will not allow them to exist and still be called safe. In other words, your world is now built in such a way as to explain why there are never any encounters in a safe area. Maybe the Nevertrouble Way has enchanted mile markers so that there cannot be any violence on the roadway. But did you pick that for your world and then pick your pacing mechanism and are lucky they match for the Nevertrouble Way, or did you build your world with the idea that you'd be using 3 deadlies/day and needed explanations why some areas are immune from encounters?

Wrong again you're doing it backwards... I build my world and then use it to inform logical encounters that fit it. Whether I use 3 deadly or 6-8 moderate or hard is really of no consequence to me because either could fit. I adjust number encountered, CR, etc. to adjust the encounter so that it doesn't impact the world.
 

Imaro

Legend
Sure that is true, but you still have another two deadly encounters. More assasssins? I can see it working if you're using the strict progression rates and encounter days required to level up (refer [MENTION=71699]vonklaude[/MENTION]'s rest method in one of the splinter rest threads) which come to 33 days for level 1-20.
For someone like me, who uses a much slower advanacement, upping the difficutly rating to deadly for 3 deadly encounters per day (for attrition) is just not practical and affects my world building.

Well it was in the context of wanting to have the standard advancement track for PC's. Wanting slower advancement is a different kettle of worms... But exactly how does using deadly encounters affect your worldbuilding... if you use the worldbuilding to inform what encounters are taking place?
 

Ovinomancer

No flips for you!
Wrong again you're doing it backwards... I build my world and then use it to inform logical encounters that fit it. Whether I use 3 deadly or 6-8 moderate or hard is really of no consequence to me because either could fit. I adjust number encountered, CR, etc. to adjust the encounter so that it doesn't impact the world.

Can you provide examples from the game you're currently running?
 


Ovinomancer

No flips for you!
Wanting to have more encounters is a separate issue and has nothing to do with worldbuilding. In that case the only answer is to have differing amounts of encounters.

I (and I believe [MENTION=22779]Hussar[/MENTION] and a few others) are basically saying when you take the time to craft the encounters logically so that they fit in your world you don't run into a problem where they impact it in the manner you seem to believe must happen. Instead your wroldbuilding is impacting your encounters (which is my preferred method). At 14th level though you are considered special and are supposed to be traveling and handling things that can affect whole continents and regions. At this point you pretty much are a trouble magnet and there should be powerful forces actively opposing you. Now if you're at 14th level and are still clearing out the dungeons of the local town... well that seems more a conflict between the vision of the game itself and your adventures/campaign structure than a problem with actual worldbuilding and encounters..

I'm confused, which is it: is it to not always have 3 deadly encounters an adventuring day, or is it that you just pick the right encounters and limit adventuring days so they only occur where they don't affect worldbuilding?

Because the former is totally what I said to begin with and the latter is still having your encounter pacing affect your worldbuilding -- you're defining locations that cannot have encounters of that frequency and magnitude because it breaks your worldbuilding.

Let me try to explain it from a different angle. Let's say I have a pretty safe area, where few threatening things occur. If I vary my approaches of encounter difficulty and pacing, I can still have the occasional encounter in this area, even the occasional deadly one, because I'm not locked into a specific pacing requirement. So I can still have an easy encounter where the party chases off some bandits far below their level in a town as part of a social encounter building up reputation in the area in a bid for political power, say. But, if I instead have committed to a exclusive 3 a day deadly regimen, I cannot every have these kinds of encounters in this area -- so I cannot have bandits threaten the townsfolk and the player stomp them. I've now changed my world from one where bandits can threaten towns and the party can intervene without issue (open, varied encounter pacing) to no bandits threatening towns at all (3 deadlies a day). I can't really even have this happen off camera in the 3 deadlies pacing because if the party hears about it and wants to intervene I either have to suddenly make those bandits very terrifying (or accompanied by other dangerous threats) or come up with some reason they can't go find the bandits and kick their butts. In effect, but choosing the pacing method to be exclusively deadly exclusively 3 a day, I've now impacted the world as the players level -- the bandit story works in tier I, but not past that, so I can no longer have bandits that the players can encounter in my 'safe' area.

That's my point. You keep addressing this in a single day, single encounter, single party power issue and, sure, you can always justify just about anything in isolation like that. But, as the party levels along, you start running into having to discard the ability to have encounters at all in some areas, not because the world changed, but because the party outlevels the content possible in that area according to your worldbuilding. Areas that were dangerous at 1st level become completely pacified at 10th, through no necessary action by the PCs.
 

Imaro

Legend
I'm confused, which is it: is it to not always have 3 deadly encounters an adventuring day, or is it that you just pick the right encounters and limit adventuring days so they only occur where they don't affect worldbuilding?

Because the former is totally what I said to begin with and the latter is still having your encounter pacing affect your worldbuilding -- you're defining locations that cannot have encounters of that frequency and magnitude because it breaks your worldbuilding.

What? If your desire is to have more than 3 encounters a day... well obviously only 3 a day won't work... pretty self evident... but that in and of itself has nothing to do with worldbuilding and everything to do with how you want to structure your encounters, in other words using 3 deadly a day doesn't work for you at an encounter level (because it's not enough encounters) not at a worldbuilding level. I could easily accommodate either one in the same world without it impacting the word if I want to. Why you ask... because I take into account my world when building encounters... like everyone does... in the same way I don't put a Roc at the bottom of the ocean. Are you saying you don't take your workd into consideration when creating your encounters?

Let me try to explain it from a different angle. Let's say I have a pretty safe area, where few threatening things occur. If I vary my approaches of encounter difficulty and pacing, I can still have the occasional encounter in this area, even the occasional deadly one, because I'm not locked into a specific pacing requirement. So I can still have an easy encounter where the party chases off some bandits far below their level in a town as part of a social encounter building up reputation in the area in a bid for political power, say. But, if I instead have committed to a exclusive 3 a day deadly regimen, I cannot every have these kinds of encounters in this area -- so I cannot have bandits threaten the townsfolk and the player stomp them. I've now changed my world from one where bandits can threaten towns and the party can intervene without issue (open, varied encounter pacing) to no bandits threatening towns at all (3 deadlies a day). I can't really even have this happen off camera in the 3 deadlies pacing because if the party hears about it and wants to intervene I either have to suddenly make those bandits very terrifying (or accompanied by other dangerous threats) or come up with some reason they can't go find the bandits and kick their butts. In effect, but choosing the pacing method to be exclusively deadly exclusively 3 a day, I've now impacted the world as the players level -- the bandit story works in tier I, but not past that, so I can no longer have bandits that the players can encounter in my 'safe' area.

I am not following this at all... why can't you have a deadly encounter in the safe area... you've got an entire adventuring day to space them out... so yeah one in a "pretty safe" area would be fine. Or are you saying the PC's only ever adventure in these pretty safe areas so now all of the encounters would have to take place in pretty safe land? Now that seems oddly contrived to prove your point... but even in pretty safe land if there's enough distance it's not unreasonable for some deadly things to be lurking about.

Also the question was never whether you could or couldn't use different difficulties and encounters to vary the players experience it was whether 3 deadly encounters a day impacted worldbuilding. You keep going off on tangents that don't really matter to the main crux... is it possible to have 3 deadly encounters an adventuring day without impacting world building... yes, it is.

That's my point. You keep addressing this in a single day, single encounter, single party power issue and, sure, you can always justify just about anything in isolation like that. But, as the party levels along, you start running into having to discard the ability to have encounters at all in some areas, not because the world changed, but because the party outlevels the content possible in that area according to your worldbuilding. Areas that were dangerous at 1st level become completely pacified at 10th, through no necessary action by the PCs.

Ok so now that I completed your proposed exercises in encounter building... We've moved to the point where I need to write up an entire campaign in this thread to prove my point. This is getting ridiculous. You're the one claiming it can't be done... I've yet to see you present anything to back up that assertion while I have provided you with the examples of your own creation showing how it can be done.

As to your last statement... I'm not sure what you mean by outleveling it. I've never said this. Nothing becomes completely pacified through inaction because I as DM can adjust CR, #appearing and so on. I stated this earlier.
 

hawkeyefan

Legend
For one, when an NPC is with the party, then they are also subject to any random encounters that the party is.

But I actually do roll random results, and occasionally "encounters" for NPCs. In my campaign there are a lot of NPCs going about their business. So if the NPC happens to be a villain, and they have an ongoing scheme that the PCs may or may not have engaged with, I will often have to determine what has happened to those schemes between sessions many months apart. And in that process I will often roll random results, and it has occasionally been a random encounter related to other known things going on in the area.

But really, my point was just that whether we actually roll for the NPCs or not, it doesn't mean that NPCs don't encounter the same sort of things that the PCs do, with the same probabilities designed within the encounter tables. The PCs aren't necessarily "special" in that regard within the game world. They just happen to be the ones we're focused on at the time.

Any specific examples to share? I get what you're saying in theory, but I'm having a hard time taking it and constructing an theoretical example. And I don't mean for NPCs accompanying PCs, I mean an NPC on his/her own. Just seems to me like something very odd to do....make rolls to determine something where no one will be impacted directly by the randomness of the roll.

When you have two NPCs that are perhaps at odds, do you have them make Persuasion checks to influence each other and the like?

Yes, but that's not the point. The point is that what they represent is consistent across the game world. And should we choose to focus on those particular people at a certain point in time, then they would be subject to the random encounter tables.

Sure...but it's a matter of preference, no? I'm not saying that your way is wrong, just that it need not be so. It's a choice.

Can encounter types and frequency and severity impact the world you have built? Sure, if you want them to....but if you do, then you've made a choice to have that impact. If you decide that several dangerous encounters in a previously safe area aren't just some kind of aberration or dumb luck, but instead they're an indication that the place is becoming more dangerous, then you've chosen to make that change.

But if you don't want them to impact the world....then you can simply decide that they don't...the area's still safe, those encounters were really out of the ordinary. Or you can attribute it to the actions of the PCs and the consequences there of (they've made enemies who no hunt them, etc.).

It's a matter of preference.

To our game, but that doesn't make them "special" just special to us. In most of our campaigns, it would be the equivalent of the cops on Law and Order. Which ones? There were a lot over the seasons. The point is, in the grand scheme of things, it doesn't matter, they are just another pair of cops. In the context of the story of some particular characters, to the players who played those characters, their characters and their story is special. But the world doesn't inherently function differently for them.

You can (and seem to be saying) that it does, since we (the DM and players) are working out their story within the context of the game rules. But from my perspective as a DM, all of the NPCs should have a story that fits the same structure. They follow the same in-world rules, and they should also be able to be created and achieve their place in the story using the rules of the game.

Not everybody agrees with that, obviously, or probably even cares. But each NPC I create, with whatever spells or abilities, etc., is written to explain any new effects in game terms. Something that the PCs could conceivably do under the right circumstances. I prefer that sort of consistency within the game world.

I hear you, but I don't think that the non-players ever really matter to a story. This is regardless of the media of the story. That's why we have distinctions of major characters versus minor characters versus background characters. The main characters are simply more important to the story.

Sure, within the world of the fiction, people don't place any more importance on the main character than on others (or if they do, it's due to some element of the fiction rather than as their status as a main character) but that doesn't mean that we cannot acknowledge that difference. We do this all the time....we make assumptions about characters and what may happen to them based on what we know of storytelling. This is why people will talk about "plot armor" and things like that....they are aware of the character's importance to the story, and so they assume the character is safe from harm.

So in a game, to me, this is very clear. NPCs have slightly different rules that govern them compared to PCs. The PCs, as the stars of the show, deserve more consideration than non-stars. Also, because there is a game involved, the people playing the game deserve more attention than gme elements without player implication. And yes, I know that what happens to an NPC can sometimes impact the PCs....but where does the line get drawn? At some point, the DM is just making stuff up about the NPC....so where does that cross the line into rolls being needed?

Yep, and I don't entirely like the Adventures in Middle Earth approach, although I certainly think it would do the trick for a lot of folks here. And I might run an adventure using those RAW simply because the rules themselves actually work together really well to get the feel they are looking for. It's really well done, and I'm hoping if I run some games, others might pick it up.

That's fair. I offered it as an example. But based on each group's preferences, this may or may not be a viable solution. There have been several "solutions" presented over the course of the thread. Some were purely mechanical, others were more narrative in nature, and others were variable and applicable or not based on prevailing circumstances.

Yes. Adventurers would be more prone than farmers to encounters. Unless the farmers are adventurers, wandering in the sort of places adventurers wander. In other words, at least in my campaign, it probably doesn't matter who you are. It's more a question of when and where. But there will be some circumstances where the who matters too.

I don't know....I think the matter of Who is a big deal. Sure, when and where also matter...but to dismiss who and treat everyone the same is odd. It's also like treating every forest the same, and every mountain, without allowing for the idea of a haunted forest versus an elven tree kingdom, and so on.

Adventurers tend to be looking for trouble, or trouble is looking for them...ignoring that when taking all this into consideration seems very odd to me.
 

hawkeyefan

Legend
Sigh. The contention was (and still is) that you cannot just ramp up the pacing to 3 deadly encounters per adventuring day without consequence to worldbuilding. Of course you could not do this and have fewer/less dangerous encounters in safer areas to avoid those impacts, but that directly ignores the baseline assertion of the argument, yeah? @Imaro and @Hussar are insisting that using 3 deadlies a day exclusively has no impact whatsoever on worldbuilding. That's the argument here, not 'just use fewer/weaker encounters in safe areas.'

Again: Having 3 deadly encounters an adventuring day exclusively has repercussions that echo back into worldbuilding. If you use different pacing methods, you will have different results.

Now...I admit that I don't really bother with XP budgets and all that stuff. So perhaps I am mistaken here....but isn't the encounters per day a range? Like 3 to 18, depending on the severity?

So, aren't 3 deadly encounters the equivalent of 18 easy encounters?

So, if a Farmer goes from Daggerford to Waterdeep, isn't it just as dangerous for him to run into 18 individual wolves as it is to run into 3 dragons? Mechanically speaking, I mean.

Now, do we judge the difficulty of encounters on their own? Or are they judged when considering the ability of the individual(s) that are having the encounter? I think we all can agree that it's the latter rather than the former.

Which means, from the Farmer's standpoint, the road to Waterdeep seems like the deadliest thing ever....there are 18 deadly encounters every time he goes to sell some crops!!!!
 

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