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General Tabletop Discussion
*Dungeons & Dragons
6-8 encounters (combat?)
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<blockquote data-quote="Flamestrike" data-source="post: 8769923" data-attributes="member: 6788736"><p><strong>AD </strong>= 'Adventuring day'. An <em>arbitrary </em>amount of time between long rest resource recharges, featuring at least 1 encounter. Could be 24 hours, could be a month or more (if using the Gritty realism variant).</p><p></p><p>1) Not every AD needs to be 6-8 encounters. Some AD's can feature just the one. A DM can up the difficulty on those days if he wants, knowing the PCs will be at full strength and able to Nova more safely. Expect Wizards and other Long rest classes to excel in these days.</p><p></p><p>2) Some AD's can be more than 6-8 encounters. An environment where the PCs cant safely long rest, and are on a doom clock to finish for example. Clearing out a massive dungeon level, before the BBEG completes his evil ritual. Expect Rogues and Short rest classes to excel in these days.</p><p></p><p>3) DMs should throw days down that resemble 1 (above) - a 'random' encounter that the PCs think they can Nova, where (at the conclusion of the encounter) they discover the hook, and realize they're actually now on a Doom clock.</p><p></p><p>Example, the fully rested party are on their way to a town when they're ambushed by a bunch of Bandits. The PCs smugly nova the encounter, curb stomping the Bandits. When searching the bodies they discover a caravan containing a prisoner. He informs them he has come from the bandit camp, a few hours away containing other prisoners. The Bandits plan to hand the prisoners over to a nefarious cult, for them to be sacrificed at midnight!</p><p></p><p>Do that every now and then, and stick to the 6 encounters per long rest median often enough, and your players will naturally conform to that campaign expectation and will self-police resource use.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8769923, member: 6788736"] [B]AD [/B]= 'Adventuring day'. An [I]arbitrary [/I]amount of time between long rest resource recharges, featuring at least 1 encounter. Could be 24 hours, could be a month or more (if using the Gritty realism variant). 1) Not every AD needs to be 6-8 encounters. Some AD's can feature just the one. A DM can up the difficulty on those days if he wants, knowing the PCs will be at full strength and able to Nova more safely. Expect Wizards and other Long rest classes to excel in these days. 2) Some AD's can be more than 6-8 encounters. An environment where the PCs cant safely long rest, and are on a doom clock to finish for example. Clearing out a massive dungeon level, before the BBEG completes his evil ritual. Expect Rogues and Short rest classes to excel in these days. 3) DMs should throw days down that resemble 1 (above) - a 'random' encounter that the PCs think they can Nova, where (at the conclusion of the encounter) they discover the hook, and realize they're actually now on a Doom clock. Example, the fully rested party are on their way to a town when they're ambushed by a bunch of Bandits. The PCs smugly nova the encounter, curb stomping the Bandits. When searching the bodies they discover a caravan containing a prisoner. He informs them he has come from the bandit camp, a few hours away containing other prisoners. The Bandits plan to hand the prisoners over to a nefarious cult, for them to be sacrificed at midnight! Do that every now and then, and stick to the 6 encounters per long rest median often enough, and your players will naturally conform to that campaign expectation and will self-police resource use. [/QUOTE]
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