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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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<blockquote data-quote="CapnZapp" data-source="post: 7407508" data-attributes="member: 12731"><p>Possible solutions that really does away with the problem all rely on removing generous ways of avoiding the consequence for using up all your resources in the first few encounters of the day.</p><p></p><p>In no particular order:</p><p>1) remove or heavily nerf all the spells/abilities that facilitate this consequence-avoiding: at low levels Rope Trick and Tiny Hut. At higher levels it does become nearly impossible, since you need to remove Tree Stride, Teleport, Planar Shift, Etherealness. On the bright side, at higher levels it gets easier to get narrative permission to fix this: "you're sucked into a vortex, and now you're on King Evil's home plane, from which you can only escape by killing him" is much more considered fair at high level.</p><p>2) significantly buff monster skills, so that the party's bonuses aren't so overwhelmingly superior. D&D used to be a game where monsters could lurk in the dark.</p><p>3) outright remove the whole encounter-avoiding subgame. Perhaps by </p><p>a) changing the rest rules, such as I have done for my Tomb of Annihilation game. In order to keep jungle encounters relevant for my party that arrive to Chult at level 5, I've said the undead curse makes long rests in jungle hexes impossible. </p><p>b) perhaps as simply as having an out-of-game discussion with your players "as you know, the core of why D&D is fun and exciting is the challenge of combat. Rope Trick cheats you out of that challenge. So how about agreeing to let the game work as intended, and I'll do my best to keep to the recommended daily XP budgets as the DM. On the other hand, doing all that encounter building seems pointless if all you do is rest to trivialize it all."</p><p></p><p>Maybe these suggestions are in a particular order after all, since I would say they're listed in order from least to most useful. Trying to remove spells and abilities is a fool's errand. Just magically getting players to agree to not using these spells and abilities to remove the challenge from the game is of course the quickest and least laborious.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7407508, member: 12731"] Possible solutions that really does away with the problem all rely on removing generous ways of avoiding the consequence for using up all your resources in the first few encounters of the day. In no particular order: 1) remove or heavily nerf all the spells/abilities that facilitate this consequence-avoiding: at low levels Rope Trick and Tiny Hut. At higher levels it does become nearly impossible, since you need to remove Tree Stride, Teleport, Planar Shift, Etherealness. On the bright side, at higher levels it gets easier to get narrative permission to fix this: "you're sucked into a vortex, and now you're on King Evil's home plane, from which you can only escape by killing him" is much more considered fair at high level. 2) significantly buff monster skills, so that the party's bonuses aren't so overwhelmingly superior. D&D used to be a game where monsters could lurk in the dark. 3) outright remove the whole encounter-avoiding subgame. Perhaps by a) changing the rest rules, such as I have done for my Tomb of Annihilation game. In order to keep jungle encounters relevant for my party that arrive to Chult at level 5, I've said the undead curse makes long rests in jungle hexes impossible. b) perhaps as simply as having an out-of-game discussion with your players "as you know, the core of why D&D is fun and exciting is the challenge of combat. Rope Trick cheats you out of that challenge. So how about agreeing to let the game work as intended, and I'll do my best to keep to the recommended daily XP budgets as the DM. On the other hand, doing all that encounter building seems pointless if all you do is rest to trivialize it all." Maybe these suggestions are in a particular order after all, since I would say they're listed in order from least to most useful. Trying to remove spells and abilities is a fool's errand. Just magically getting players to agree to not using these spells and abilities to remove the challenge from the game is of course the quickest and least laborious. [/QUOTE]
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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