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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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<blockquote data-quote="robus" data-source="post: 7409699" data-attributes="member: 6801558"><p>I find myself somewhat in the middle between you and CapnZapp. One the one hand I think the DM absolutely is in charge of bringing the challenge to their players. If the players aren't challenged then the DM is failing at their one job. <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=":)" /> On the other hand I think the modules do a terrible job of educating DMs on how the mechanics of the system were applied while the adventure was created. For example, how about detailing the encounters within a chapter and how they were intended to interact with the mechanics? A basic, obvious piece of missing information is whether an encounter is intended to be easy, medium, hard or deadly. If that information was given it would be much easier to on the fly adjust the difficulty to challenge the players appropriately (assuming they're coming in at a level (or size) misaligned with the encounter.</p><p></p><p>So while I agree that it is impossible to please all the tables all the time, the adventure publishers could do a lot more to assist DMs in understanding the behind-the-curtain aspects and not expect us to be able to read their minds all the time on how this particular set of encounters is supposed to challenge the players.</p></blockquote><p></p>
[QUOTE="robus, post: 7409699, member: 6801558"] I find myself somewhat in the middle between you and CapnZapp. One the one hand I think the DM absolutely is in charge of bringing the challenge to their players. If the players aren't challenged then the DM is failing at their one job. :) On the other hand I think the modules do a terrible job of educating DMs on how the mechanics of the system were applied while the adventure was created. For example, how about detailing the encounters within a chapter and how they were intended to interact with the mechanics? A basic, obvious piece of missing information is whether an encounter is intended to be easy, medium, hard or deadly. If that information was given it would be much easier to on the fly adjust the difficulty to challenge the players appropriately (assuming they're coming in at a level (or size) misaligned with the encounter. So while I agree that it is impossible to please all the tables all the time, the adventure publishers could do a lot more to assist DMs in understanding the behind-the-curtain aspects and not expect us to be able to read their minds all the time on how this particular set of encounters is supposed to challenge the players. [/QUOTE]
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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