Sure, some classes will have more at their disposal if numerous short rests are allowed, others will benefit if there are a small number of encounters per day.
To a point. The game assumes 2-3 short rests/day, for only 6-8 encounter, so roughly every-other encounter. A short rest after every encounter is thus twice the 'expected resources' for the short-rest-recharge class. Similarly, a 3 encounter day, even if it is three deadly encounters, means about double the daily resources available in each encounter - and a 5 MWD, six to eight times the expected resources - if you can even belt them out that fast.
I'm willing to alter rest mechanics as circumstances dictate.
That's what I consider the 'best' (most in keeping with 5e philosophy) solution.
But like I said earlier, I find that varying it up is the key. Let some characters shine one day, and others shine another day
'Spotlight' balance, yes, and there are a lot more tools you can take advantage of than just pacing. The 6-8 encounter guideline aims at a degree of mechanical balance around resources.
but most of us seem to just want a workable solution for issues we find, and are not so concerned about the source of the solutions or in laying blame for the problems.
...
My point wasn't that you don't have to do anything. My point is that, in the post I quoted by you, you said for those DMs who choose to have encounters in an area that has been established to be trivially dangerous to the PCs at their current level, it can be an issue. My point is that such DMs are choosing to create the issue.
That does sound a tad like assigning blame. But, no, it's not choosing to create an issue, it's making a story based decision - that is impacted by an existing issue with the system. (When the assassins sent by the BBEG ambush them in a 'safe' area, while their guard is down, boom, single-encounter day, with attendant issues.)
What we disagree on is the severity and/or certainty that you insist happens on the game world when shifting from 6 to 8 normal encounters to 3 deadly. I think that the impact can be minimal or nil.
We can certainly compensate for it in other ways. You can even leverage it. If you're already working towards spotlight balance in your campaign, for instance, having a single-encounter, telegraphed-threat day to let the prepped daily caster shine, a few-encounter day where the Barbarian can rage every time, a scenario in an undead-and-trap-infested tomb where the Thief & Cleric shine, and then a heist scenario where the Thief and Bard shine, is all perfectly reasonable - and pacing is just one tool you can use to make a given PC the star that time around.
That's true. I didn't mean to imply that anyone who cites a problem is making it up or exaggerating. But I've noticed that trend at times, espcially when discussing theory. We often resort to increasingly extreme examples to support an argument.
Or merely to illustrate it. It may not be painfully obvious that a barbarian will be doing better relative to a fighter in a shorter day, but compare a 3-rage barbarian to a 1-Action Surge Campion in a 3-encounter/no-short-rest day, and it becomes pretty obvious. Extreme cases, like strict inferiority, are useful in illustrating something, even if they hopefully rarely happen...
I am not disagreeing with the way anyone plays....
So I am probably a bit biased in that regard. And 5E's shift in focus was a well timed one, for me. Plenty of folks love the maths and honestly, that's fine, more power to them. But I needed the math to die. Or most of it anyway.
Sounds like there's a conflict there.
The game doesn't necessarily fall apart if you don't follow the guidelines.
It necessarily does in the sense the guidelines hold it together, in the first place. Which is not saying much, at all, really, since the guidelines are just a step towards imposing class balance and estimating encounter difficulty, not nearly sufficient in themselves.
That's one way to do it, sure. It really depends on what you're going for. You don't need to have the creatures in a given area be a threat for the PCs over their entire career. You can, if you want.
And BA helps with that, certainly, if, for instance, you can find an excuse to amp up numbers.
But if you don't want to, then you can simply have the danger in that area be so insignificant to the PCs that you don't focus on it any more.
And BA doesn't much get in the way of that, either.
I find a lot of travel play....days on the road, rolling for random encounters....to be kind of monotonous. So do my players. They lose interest. So I've lessened that in our game unless there's a reason.
And there was great rejoicing.
