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*Dungeons & Dragons
A benchmark for Encounter Deadliness
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<blockquote data-quote="clearstream" data-source="post: 7937440" data-attributes="member: 71699"><p>Agreed. I use a 3-day long rest, 1-day short rest, 1 hour breather structure, so that I can deal with 5MWD through plausibly advancing the plot, and so that strategic magic like revival spells is much sparser. I have it that between a rest of each type an equal amount of time must pass before you can benefit again from that type.</p><p></p><p>This puts my table fairly close to 2-3 short rests per long, and 1-2 encounters per short. However, because I stop short of forcing pacing mechanically (I tried rest points gained per encounter, for e.g. and for us it played out fairly horribly) players can and probably should choose not to just suicide into the next encounter if they know or have guessed it will be lethal. They won't always know, but in a campaign using foreshadowing and ongoing NPC aims and motivations, they can sometimes guess.</p><p></p><p>My best case encounter building system would be to have more dials for Kobold Fight Club, with an automated quick-fight mode to test with! Shy of that, I find - and much for the kinds of reasons you have outlined <em>mutatis mutandis</em> - that the precise XP values and multipliers and so on in the DMG are not better than a very rough rule of thumb. That's why I feel very open to simplification to the degree Mike Shea proposes.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7937440, member: 71699"] Agreed. I use a 3-day long rest, 1-day short rest, 1 hour breather structure, so that I can deal with 5MWD through plausibly advancing the plot, and so that strategic magic like revival spells is much sparser. I have it that between a rest of each type an equal amount of time must pass before you can benefit again from that type. This puts my table fairly close to 2-3 short rests per long, and 1-2 encounters per short. However, because I stop short of forcing pacing mechanically (I tried rest points gained per encounter, for e.g. and for us it played out fairly horribly) players can and probably should choose not to just suicide into the next encounter if they know or have guessed it will be lethal. They won't always know, but in a campaign using foreshadowing and ongoing NPC aims and motivations, they can sometimes guess. My best case encounter building system would be to have more dials for Kobold Fight Club, with an automated quick-fight mode to test with! Shy of that, I find - and much for the kinds of reasons you have outlined [I]mutatis mutandis[/I] - that the precise XP values and multipliers and so on in the DMG are not better than a very rough rule of thumb. That's why I feel very open to simplification to the degree Mike Shea proposes. [/QUOTE]
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