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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: 7408548" data-attributes="member: 996"><p>There is a lot of complexity implied in presenting many optional rules, of course. </p><p></p><p> Obviously, the better-balanced the game, the more such complexities it could handle, but some of those are more problematic than others. Using alternate stat generation methods that give much more generous or miserly results, or introducing or holding back or giving out too many magic items or the like could swing things heavily in most ed. OTOH, number of players, MCing, expected magic items, party/character optimization, and playstyle preferences might have relatively little, or at least predictable/consistent/manageable impact on encounter balance (encounter budged/guidelines). It really depends on the design. </p><p></p><p>5e is designed to be shaped and molded into radically different forms, evoking various past editions (and the many variations folks used back in the day, for that matter), and that does practically preclude encounter guidelines that will be dependable for everyone. IDK if it precludes the guidelines being dependable for /anyone/, ever - it seems like, for any given issue someone might have with 5e, someone else opines that they have no problem with it, at all. </p><p></p><p> Obviously, if you're running your game a certain way, and find the game broken when run that way resulting in less/no fun for your group, you (and/or they) are doing something wrong.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7408548, member: 996"] There is a lot of complexity implied in presenting many optional rules, of course. Obviously, the better-balanced the game, the more such complexities it could handle, but some of those are more problematic than others. Using alternate stat generation methods that give much more generous or miserly results, or introducing or holding back or giving out too many magic items or the like could swing things heavily in most ed. OTOH, number of players, MCing, expected magic items, party/character optimization, and playstyle preferences might have relatively little, or at least predictable/consistent/manageable impact on encounter balance (encounter budged/guidelines). It really depends on the design. 5e is designed to be shaped and molded into radically different forms, evoking various past editions (and the many variations folks used back in the day, for that matter), and that does practically preclude encounter guidelines that will be dependable for everyone. IDK if it precludes the guidelines being dependable for /anyone/, ever - it seems like, for any given issue someone might have with 5e, someone else opines that they have no problem with it, at all. Obviously, if you're running your game a certain way, and find the game broken when run that way resulting in less/no fun for your group, you (and/or they) are doing something wrong. [/QUOTE]
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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