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General Tabletop Discussion
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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<blockquote data-quote="Sacrosanct" data-source="post: 7406490" data-attributes="member: 15700"><p>I apologize if this has been covered and I missed it, but I see a couple things of note here</p><p></p><p>* there seems to be an association between "adventuring day" with "gaming session." I.e., you don't need to cram in 6-8 encounters per gaming session where PCs just spam firebolt and then get bored. And adventuring day can be over in a second (nothing happens), or an entire adventure can take place over the course of a single adventure day that may take several sessions.</p><p></p><p>* resource management is important. If players expend all of their resources in the first encounter or two, then it's sort of on them to live with the consequences of doing so. If they get bored spamming fire bolt, why did they blow all their spells in the first encounter? this is doubly odd to me when I hear people complain about things like : 1st couple encounters: blows all their resources (game is too easy!), next couple of encounters say it's boring and so they do short and long rests between only every few encounters (the encounter system is broken!). If players don't dictate when a rest is available, but what is going on in the game world does, and they manage their resources by not blowing them all at once, I'm sure the game will feel much more balanced. if you allows rests whenever the players want, and players blow all of their resources at once, no wonder why people have the impression the game is too easy</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7406490, member: 15700"] I apologize if this has been covered and I missed it, but I see a couple things of note here * there seems to be an association between "adventuring day" with "gaming session." I.e., you don't need to cram in 6-8 encounters per gaming session where PCs just spam firebolt and then get bored. And adventuring day can be over in a second (nothing happens), or an entire adventure can take place over the course of a single adventure day that may take several sessions. * resource management is important. If players expend all of their resources in the first encounter or two, then it's sort of on them to live with the consequences of doing so. If they get bored spamming fire bolt, why did they blow all their spells in the first encounter? this is doubly odd to me when I hear people complain about things like : 1st couple encounters: blows all their resources (game is too easy!), next couple of encounters say it's boring and so they do short and long rests between only every few encounters (the encounter system is broken!). If players don't dictate when a rest is available, but what is going on in the game world does, and they manage their resources by not blowing them all at once, I'm sure the game will feel much more balanced. if you allows rests whenever the players want, and players blow all of their resources at once, no wonder why people have the impression the game is too easy [/QUOTE]
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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