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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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<blockquote data-quote="Jonathon Robinson" data-source="post: 7407016" data-attributes="member: 6950524"><p>I'd just like to throw my thoughts into this mess. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>My first experience with D&D was AD&D and I only played a few games. I really got into D&D when 4E came out and have played years as both player and DM. In the past two to three years I've been heavy into 5E with several groups, again as both player and DM.</p><p></p><p>I think it is best to look at 4E and 5E as completely different games. Don't bring your notions of how the action economy and abilities should work in 4E into 5E. Yes, 4E is a lot of fun with different abilities, etc... and the power builders in the group just love it. But it is very combat focused and tends to do what OP said: drag players through 6-8 encounters between long rests. In part, I think this is to manage the dailies. Players have a ton of choice between their encounter powers but the Daily powers should be considered a rare treat.</p><p></p><p>Now in 5E things are very different: it isn't quite so combat focused and much more control is given to the DM. 5E is purposely loose on the rules which I feel allows for much more wiggle room and imagination from both the players and the DM. Sure there is the occasional dungeon crawl and yes, there are powers that recharge daily, and yes, there are very few "encounter" powers and players may end up with fewer choices during combat if they focus on just what is on their character sheet. Which is why I've never felt the same need to drag players through encounters as I did in 4E. I can't find anything in the DMG that recommends it in 5E the way it is recommend for 4E. So if the players want to take a long rest after 2 encounters: sure, why not. That's what rolls on random encounters tables are for: to see if they successfully piss away the rest of the day doing squat all (or perhaps foraging or learning a new skill) until nightfall, when their characters would be tired enough for a long rest. Two rolls on the encounters tables (day + night) and let chance see if they get a long rest. 5E has downtime rules and I try to make the most of them.</p></blockquote><p></p>
[QUOTE="Jonathon Robinson, post: 7407016, member: 6950524"] I'd just like to throw my thoughts into this mess. :-) My first experience with D&D was AD&D and I only played a few games. I really got into D&D when 4E came out and have played years as both player and DM. In the past two to three years I've been heavy into 5E with several groups, again as both player and DM. I think it is best to look at 4E and 5E as completely different games. Don't bring your notions of how the action economy and abilities should work in 4E into 5E. Yes, 4E is a lot of fun with different abilities, etc... and the power builders in the group just love it. But it is very combat focused and tends to do what OP said: drag players through 6-8 encounters between long rests. In part, I think this is to manage the dailies. Players have a ton of choice between their encounter powers but the Daily powers should be considered a rare treat. Now in 5E things are very different: it isn't quite so combat focused and much more control is given to the DM. 5E is purposely loose on the rules which I feel allows for much more wiggle room and imagination from both the players and the DM. Sure there is the occasional dungeon crawl and yes, there are powers that recharge daily, and yes, there are very few "encounter" powers and players may end up with fewer choices during combat if they focus on just what is on their character sheet. Which is why I've never felt the same need to drag players through encounters as I did in 4E. I can't find anything in the DMG that recommends it in 5E the way it is recommend for 4E. So if the players want to take a long rest after 2 encounters: sure, why not. That's what rolls on random encounters tables are for: to see if they successfully piss away the rest of the day doing squat all (or perhaps foraging or learning a new skill) until nightfall, when their characters would be tired enough for a long rest. Two rolls on the encounters tables (day + night) and let chance see if they get a long rest. 5E has downtime rules and I try to make the most of them. [/QUOTE]
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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