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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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<blockquote data-quote="cooperjer" data-source="post: 7406466" data-attributes="member: 6862150"><p>I understand the OP to be seeking a game where the players can use cool abilities a majority of the time. The question might be asked, "Why does a wizard need to use Firebolt repetitively, in an action game based in fantasy?" I would say this is a good question, and my initial thought is that D&D 5e is not built for that style of play. I don't feel it's a set of rules that support a high action style of game. I get the impression from watching Crawford and Mearls interviews that the game is built with a set of rules that allow for many different types of games to be played, while pulling from historical D&D iconic flavor. The net result is a game that doesn't really lend itself to a lot of continuous action, or a lot of continuous intrigue, or a lot of continuous horror, etc. </p><p></p><p>In my experience as a DM, I can say the AL game I run is usually 6 - 8 encounters between long rests. In the game I let the players know approximately what time of day it is, i.e. about lunch time, or early evening. This helps them pace their resources. In my home game, I design encounters using the recommended daily XP budget and use my experience on how the PCs have performed with similar encounters. The will usually utilize 60% of their daily XP budget before they feel like a rest is needed. In some cases they use 75% of the daily XP. I don't track encounters per rest day, but most encounters are 12% to 20% of their daily XP.</p><p></p><p>Is there a game rule set that lends itself to high action and adventure gaming?</p></blockquote><p></p>
[QUOTE="cooperjer, post: 7406466, member: 6862150"] I understand the OP to be seeking a game where the players can use cool abilities a majority of the time. The question might be asked, "Why does a wizard need to use Firebolt repetitively, in an action game based in fantasy?" I would say this is a good question, and my initial thought is that D&D 5e is not built for that style of play. I don't feel it's a set of rules that support a high action style of game. I get the impression from watching Crawford and Mearls interviews that the game is built with a set of rules that allow for many different types of games to be played, while pulling from historical D&D iconic flavor. The net result is a game that doesn't really lend itself to a lot of continuous action, or a lot of continuous intrigue, or a lot of continuous horror, etc. In my experience as a DM, I can say the AL game I run is usually 6 - 8 encounters between long rests. In the game I let the players know approximately what time of day it is, i.e. about lunch time, or early evening. This helps them pace their resources. In my home game, I design encounters using the recommended daily XP budget and use my experience on how the PCs have performed with similar encounters. The will usually utilize 60% of their daily XP budget before they feel like a rest is needed. In some cases they use 75% of the daily XP. I don't track encounters per rest day, but most encounters are 12% to 20% of their daily XP. Is there a game rule set that lends itself to high action and adventure gaming? [/QUOTE]
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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