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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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<blockquote data-quote="Harzel" data-source="post: 7406022" data-attributes="member: 6857506"><p>I would not call them DPgMWWTSOATTs, but - <em>from your description</em> - it does seem like they are a bit focused on mashing ability buttons. Even amongst the "standard" actions, there are things to do other than Cast a Spell and Attack (with a weapon). Improvised actions provide an effectively indefinite number of additional possibilities.</p><p></p><p></p><p></p><p>If that was absolutely necessary for their survival, then it seems like the challenges they are facing must be running pretty close to the edge of feasibility. If it was not necessary, well, choices have consequences.</p><p></p><p></p><p></p><p>This sounds like a situation in which the PCs have very limited choices about engaging encounters and in which the stakes are strictly life-or-death. Maybe they should have the option of ending a day early at some cost other than death? Now, to be honest, I am not very good at setting up those sorts of adventures. However, I view that as my own shortcoming (that I am working on), not a problem with the system.</p><p></p><p></p><p></p><p>Yes, that is something that is not covered in the PHB (I presume because it's not exactly a rule), but it is (IMO) something that players need to understand at some level. (Or at least they need to know how workdays are structured in <em>your</em> world.) You could be explicit about it out of game (although that can be sort of a weird conversation), or, in game, you can use foreshadowing and/or explicit intelligence about the challenges they will face.</p><p></p><p> </p><p></p><p>Perhaps if they are better informed, as mentioned above, they may be more forgiving?</p><p></p><p></p><p></p><p>As has been said, the PCs do not have to face 6-8 encounters every day; they just have to know that it is <em>possible </em>that they will face a series of encounters that will tap them out, and that <em>sometimes</em> the number may reach into the 6-8 range.</p><p></p><p>However, I actually agree somewhat with your sentiment, as I feel that even those looser requirements box me in significantly. I generally prefer a much slower pacing (lower ratio of challenging events to fictional days). While the DMG purports to give advice suitable for doing this, and there have been any number of thoughtful suggestions in threads on this board about this general topic, I have not so far come across a solution that suits me personally.</p><p></p><p></p><p></p><p>I think what many of us are saying is considerably more nuanced.</p></blockquote><p></p>
[QUOTE="Harzel, post: 7406022, member: 6857506"] I would not call them DPgMWWTSOATTs, but - [I]from your description[/I] - it does seem like they are a bit focused on mashing ability buttons. Even amongst the "standard" actions, there are things to do other than Cast a Spell and Attack (with a weapon). Improvised actions provide an effectively indefinite number of additional possibilities. If that was absolutely necessary for their survival, then it seems like the challenges they are facing must be running pretty close to the edge of feasibility. If it was not necessary, well, choices have consequences. This sounds like a situation in which the PCs have very limited choices about engaging encounters and in which the stakes are strictly life-or-death. Maybe they should have the option of ending a day early at some cost other than death? Now, to be honest, I am not very good at setting up those sorts of adventures. However, I view that as my own shortcoming (that I am working on), not a problem with the system. Yes, that is something that is not covered in the PHB (I presume because it's not exactly a rule), but it is (IMO) something that players need to understand at some level. (Or at least they need to know how workdays are structured in [I]your[/I] world.) You could be explicit about it out of game (although that can be sort of a weird conversation), or, in game, you can use foreshadowing and/or explicit intelligence about the challenges they will face. Perhaps if they are better informed, as mentioned above, they may be more forgiving? As has been said, the PCs do not have to face 6-8 encounters every day; they just have to know that it is [I]possible [/I]that they will face a series of encounters that will tap them out, and that [I]sometimes[/I] the number may reach into the 6-8 range. However, I actually agree somewhat with your sentiment, as I feel that even those looser requirements box me in significantly. I generally prefer a much slower pacing (lower ratio of challenging events to fictional days). While the DMG purports to give advice suitable for doing this, and there have been any number of thoughtful suggestions in threads on this board about this general topic, I have not so far come across a solution that suits me personally. I think what many of us are saying is considerably more nuanced. [/QUOTE]
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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