CapnZapp
Legend
Thank the gods for that! [emoji106]Which significantly devalues Rope Trick and Teleport over the core game.
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Thank the gods for that! [emoji106]Which significantly devalues Rope Trick and Teleport over the core game.
Thank the gods for that! [emoji106]
Yes, but please see my clarification for you further below.Are you saying that PCs only get the equivalent of two short rests and one long rest per level (until higher level) instead of per adventuring day?
Focusing on the XP budget per adventuring day addresses this issue. Those boss fights will be deadly, reducing the number of other encounters that day (because they consume the XP budget for it).What happens if they have a few boss fights back to back?
To make that transparent, these are my steps -I'm not sure your analysis on XP is correct, regardless of designer intent. The PCs in my game sure as heck do not level up every few adventuring days.
Maybe there is a misunderstanding here, as your examples are literally included in my premise. The RAW reads that "If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer." The encounter tables then adjust for that. So as the examples you picked don't support your critique, can you think of any examples that do support it?I disagree with the OP's premise. I don't think the game fundamentally designed balance around the "you will have 6-8 encounters per day, etc etc" I really think people are reading into that way more than they should be. Rather, I think they are just giving a suggestion. That typically on average, you'll probably have 6-8 encounters per day based on how the average gamer plays. But it's not a hard rule, and not how the game was designed around. Sometimes you may have only 2 much harder encounters per day with a short rest between each, or you may be a dozen easy encounters per day with no short rests at all. As far as balancing goes, the encounter builder is more important than then 6-8 encounters per day. That was just an example.
How does being a guideline stop something from being an important part of game balance?And even then, the guidelines are just that: guidelines. Suggestions. Treating them as some sort of hard rule or something that the game was built around is fundamentally flawed.