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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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<blockquote data-quote="Tony Vargas" data-source="post: 7406441" data-attributes="member: 996"><p>Less of a problem the more & more varied encounter/short-rest abilities each character has. A party of Warlocks, Battlemasters, and Monks would ameliorate that problem, for instance...</p><p>...though I guess the lack of healing could be an issue. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I've heard that, too - more often I see players who are just happy to spam a high-damage attack and get excited about high rolls & crits.</p><p></p><p> That can be an issue, sure. But to the extent the game is /designed/ to work on a specific pacing, in order for encounters to be challenging and classes to at least spot-light balance, at least theoretically, you can't just let the party that overplays it's first encounter or two off the hook, you need to hammer them the remainder of the day to make them regret that choice so they won't do it again. If you fall into the 5MWD rut, you'll be making over-leveled encounters to 'challenge' the party, who will pull out all the stops to win, and then be forced to rest again. Aside from the class imbalances that style brings to the surface, the level of challenge presented by encounters becomes increasingly brittle, as the party 'novas' to annihilate the day's encounter makes it seem 'too easy' and by the time your crank it up enough to appear challenging, you set up the potential for a TPK of the anticipated nova doesn't quite go off (someone blows a roll or misses their cue, and suddenly PCs are dropping).</p><p></p><p> It's not like it's the only thing about D&D that runs starkly counter to genre. </p><p></p><p>That's the least of the problem, IMHO. It's the kind of issue that can end up giving a prospective new player a poor first experience with the game.</p><p></p><p> It is very different from the other side of the screen. DM Empowerment is a very real thing, and you can use it to run the best game you can, or for some other agenda...</p><p></p><p>I DM'd AD&D (1e & 2e both) for a long time, and running 5e comes easily because of that hard-won experience. I doubt 3e/4e DMing experience would translate quite as well. But one of the things about the classic game was an expectations of characters managing their precious daily resources, in order to clear/explore as much of the dungeon as possible, because it was prettymuch a given that when you walked away from it to rest, treasure was going to get up and walk away and new monsters move in, or some rival adventurers were going to white tornado the place while you were gone. 'Gold rush economy' was about more than just inflation. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p> Keep in mind that the budget is for exp the party gains, but that the difficult modifier for being outnumbered doesn't add to exp earned, just to difficulty. So there's a fairly large amount of wiggle-room, there.</p><p></p><p></p><p>To be fair, 5e took 3+ years to move the kind of units that TSR was doing at the height of the 80s fad, each year.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7406441, member: 996"] Less of a problem the more & more varied encounter/short-rest abilities each character has. A party of Warlocks, Battlemasters, and Monks would ameliorate that problem, for instance... ...though I guess the lack of healing could be an issue. ;) I've heard that, too - more often I see players who are just happy to spam a high-damage attack and get excited about high rolls & crits. That can be an issue, sure. But to the extent the game is /designed/ to work on a specific pacing, in order for encounters to be challenging and classes to at least spot-light balance, at least theoretically, you can't just let the party that overplays it's first encounter or two off the hook, you need to hammer them the remainder of the day to make them regret that choice so they won't do it again. If you fall into the 5MWD rut, you'll be making over-leveled encounters to 'challenge' the party, who will pull out all the stops to win, and then be forced to rest again. Aside from the class imbalances that style brings to the surface, the level of challenge presented by encounters becomes increasingly brittle, as the party 'novas' to annihilate the day's encounter makes it seem 'too easy' and by the time your crank it up enough to appear challenging, you set up the potential for a TPK of the anticipated nova doesn't quite go off (someone blows a roll or misses their cue, and suddenly PCs are dropping). It's not like it's the only thing about D&D that runs starkly counter to genre. That's the least of the problem, IMHO. It's the kind of issue that can end up giving a prospective new player a poor first experience with the game. It is very different from the other side of the screen. DM Empowerment is a very real thing, and you can use it to run the best game you can, or for some other agenda... I DM'd AD&D (1e & 2e both) for a long time, and running 5e comes easily because of that hard-won experience. I doubt 3e/4e DMing experience would translate quite as well. But one of the things about the classic game was an expectations of characters managing their precious daily resources, in order to clear/explore as much of the dungeon as possible, because it was prettymuch a given that when you walked away from it to rest, treasure was going to get up and walk away and new monsters move in, or some rival adventurers were going to white tornado the place while you were gone. 'Gold rush economy' was about more than just inflation. ;) Keep in mind that the budget is for exp the party gains, but that the difficult modifier for being outnumbered doesn't add to exp earned, just to difficulty. So there's a fairly large amount of wiggle-room, there. To be fair, 5e took 3+ years to move the kind of units that TSR was doing at the height of the 80s fad, each year. [/QUOTE]
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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