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General Tabletop Discussion
*Dungeons & Dragons
6-8 encounters/day - how common is this?
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<blockquote data-quote="meshon" data-source="post: 6841094" data-attributes="member: 33200"><p>Thanks for clarifying that, I think your "highway" comment confused the issue for some of us. I think all the resting options you've outlined sound great, and I fully agree that you should be able to change way rests work mechanically to suit the current narrative of your game, rather than choosing one system and always using it no matter what.</p><p></p><p>I can understand your frustration with the problem/answer dynamic that starts with "D&D combats are too easy" and is answered with "use a 6-8 encounter day," but I think the reason this happens is because sometimes the folks posting the complaint either don't know or won't try the rules-suggested number of encounters. So it doesn't stop there, but it's a valid response to start the conversation with. If you say, "my car quit working," then someone might reasonably ask if you had put gas in it. You might then say, "Oh! That's cool, I'll try that," or you might respond with "nope, I'm driving a Tesla, any other suggestions?"</p><p></p><p>Would you be happy with an Unearthed Arcana article or two on modifying the rest mechanics and encounter balance? It's one thing to say "try things out in your home game and see what works," but WotC has a larger ability to playtest rules and designs and I would certainly welcome such an article.</p><p></p><p></p><p></p><p>Right. My point was definitely overstated, and thank you for stating that more clearly. I was trying to get at the idea that it's hard to isolate just one aspect of DM intervention in a game that is predicated on DM interventions to drive the game but I haven't entirely convinced myself. Some parts of the game seem to demand less DM attention.</p><p></p><p>My guess is that a game that is finely tuned in terms of a particular form of balance is less likely to be able to tolerate the wild chaos that comes from protagonist-oriented storytelling.</p><p></p><p></p><p></p><p>Yes, if fights are a slog for your group, definitely don't play that way. However, don't assume that this perspective is inherently true. If, as you suggest, the more frequent fights are <em>only</em> there to consume resources then there is no point to them, but fewer fights at a higher difficulty does not automatically make those fights more meaningful, and having more fights doesn't automatically make them less meaningful. Because I'm curious, I've been really pushing the 6-8 day in my current game. The players are pushing onwards because they want their characters to explore the caves and have used the word "compelling" more than once. There's no real time limit (other than their ten days of food and the fact that they just used up their last 50' coil of rope) but they drive ahead. It's very gratifying.</p><p></p><p>That said they have just alerted a nest of hobgoblins and giants, so I may soon have more information about fewer, tougher fights!</p><p></p><p>And now for something completely different; big wall-of-text posts with multiquote, or multiple smaller posts responding to one quote each? Which do you like better? Advice appreciated!</p></blockquote><p></p>
[QUOTE="meshon, post: 6841094, member: 33200"] Thanks for clarifying that, I think your "highway" comment confused the issue for some of us. I think all the resting options you've outlined sound great, and I fully agree that you should be able to change way rests work mechanically to suit the current narrative of your game, rather than choosing one system and always using it no matter what. I can understand your frustration with the problem/answer dynamic that starts with "D&D combats are too easy" and is answered with "use a 6-8 encounter day," but I think the reason this happens is because sometimes the folks posting the complaint either don't know or won't try the rules-suggested number of encounters. So it doesn't stop there, but it's a valid response to start the conversation with. If you say, "my car quit working," then someone might reasonably ask if you had put gas in it. You might then say, "Oh! That's cool, I'll try that," or you might respond with "nope, I'm driving a Tesla, any other suggestions?" Would you be happy with an Unearthed Arcana article or two on modifying the rest mechanics and encounter balance? It's one thing to say "try things out in your home game and see what works," but WotC has a larger ability to playtest rules and designs and I would certainly welcome such an article. Right. My point was definitely overstated, and thank you for stating that more clearly. I was trying to get at the idea that it's hard to isolate just one aspect of DM intervention in a game that is predicated on DM interventions to drive the game but I haven't entirely convinced myself. Some parts of the game seem to demand less DM attention. My guess is that a game that is finely tuned in terms of a particular form of balance is less likely to be able to tolerate the wild chaos that comes from protagonist-oriented storytelling. Yes, if fights are a slog for your group, definitely don't play that way. However, don't assume that this perspective is inherently true. If, as you suggest, the more frequent fights are [I]only[/I] there to consume resources then there is no point to them, but fewer fights at a higher difficulty does not automatically make those fights more meaningful, and having more fights doesn't automatically make them less meaningful. Because I'm curious, I've been really pushing the 6-8 day in my current game. The players are pushing onwards because they want their characters to explore the caves and have used the word "compelling" more than once. There's no real time limit (other than their ten days of food and the fact that they just used up their last 50' coil of rope) but they drive ahead. It's very gratifying. That said they have just alerted a nest of hobgoblins and giants, so I may soon have more information about fewer, tougher fights! And now for something completely different; big wall-of-text posts with multiquote, or multiple smaller posts responding to one quote each? Which do you like better? Advice appreciated! [/QUOTE]
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6-8 encounters/day - how common is this?
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