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*Dungeons & Dragons
A mechanical solution to the problem with rests
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<blockquote data-quote="CapnZapp" data-source="post: 7192917" data-attributes="member: 12731"><p>Ah, thank you. I got my threads crossed. Never cross the threads!</p><p></p><p>Okay so this thread is about getting a set number of (effectively) encounter points <strong>per level</strong> which you then have to survive on throughout the level.</p><p></p><p>If you run out of encounter points before you level up, the game stops working (though I'm sure vonklaude has suggested workarounds elsewhere in the thread).</p><p></p><p>In the <em>other</em> thread, the granularity is greater. Instead of replenishing encounter points when you level up, you gain encounter points by having encounters until you have enough EP to take a rest. When you take a long rest, encounter points are reset to zero. The "granule" is "per day" instead of "per level" (a comparison I feel is apt even if the number of encounter points goes up in one version but down in the other).</p><p></p><p>Okay, so that uncrosses the beams, at least for me.</p><p></p><p>Now back to the question at hand. Risking to appear outright stupid I ask again: why do you have to do XP for this system to work?</p><p></p><p>It appears the players spend their Recoveries as they please. As DM I don't have to do anything, least of all starting to do some mystical XP calculation all of a sudden.</p><p></p><p>Why can't I just go on with my game, trusting the players and the system to get by on the Recoveries they have been given until it is time for a new level.</p><p></p><p>After all, one major reason for dropping all the xp whahoo was the observation that the PCs level up at the rate of the adventure and the DM <strong>anyway</strong>. <strong>Regardless</strong> of pseudo-scientific xp waddling.</p><p></p><p>In fact, one complaint against published supplements is "not enough xp to level up". Doesn't this suggest the number of Recoveries will be enough (or even "too much")?</p><p></p><p>It is only in the (rare) case where WotC has made a calculation error and included "too much xp" in a particular dungeon that we should expect the Recoveries to run out. Another way of saying this is "that dungeon is a hard challenge" <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=":)" /> Not because it has particularly deadly encounters, but because of the attrition. </p><p></p><p>Perhaps you mean that Tomb of Horrors is like that?</p><p></p><p>Even so - isn't it great PR for the variant if it can be used to put proper fear of that dungeon back in the hearts of gamers? </p><p></p><p></p><p></p><p>Zapp</p><p></p><p></p><p>PS I could still be catastrophically mistaken. If so, feel free to point that out <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=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7192917, member: 12731"] Ah, thank you. I got my threads crossed. Never cross the threads! Okay so this thread is about getting a set number of (effectively) encounter points [B]per level[/B] which you then have to survive on throughout the level. If you run out of encounter points before you level up, the game stops working (though I'm sure vonklaude has suggested workarounds elsewhere in the thread). In the [I]other[/I] thread, the granularity is greater. Instead of replenishing encounter points when you level up, you gain encounter points by having encounters until you have enough EP to take a rest. When you take a long rest, encounter points are reset to zero. The "granule" is "per day" instead of "per level" (a comparison I feel is apt even if the number of encounter points goes up in one version but down in the other). Okay, so that uncrosses the beams, at least for me. Now back to the question at hand. Risking to appear outright stupid I ask again: why do you have to do XP for this system to work? It appears the players spend their Recoveries as they please. As DM I don't have to do anything, least of all starting to do some mystical XP calculation all of a sudden. Why can't I just go on with my game, trusting the players and the system to get by on the Recoveries they have been given until it is time for a new level. After all, one major reason for dropping all the xp whahoo was the observation that the PCs level up at the rate of the adventure and the DM [B]anyway[/B]. [B]Regardless[/B] of pseudo-scientific xp waddling. In fact, one complaint against published supplements is "not enough xp to level up". Doesn't this suggest the number of Recoveries will be enough (or even "too much")? It is only in the (rare) case where WotC has made a calculation error and included "too much xp" in a particular dungeon that we should expect the Recoveries to run out. Another way of saying this is "that dungeon is a hard challenge" :) Not because it has particularly deadly encounters, but because of the attrition. Perhaps you mean that Tomb of Horrors is like that? Even so - isn't it great PR for the variant if it can be used to put proper fear of that dungeon back in the hearts of gamers? Zapp PS I could still be catastrophically mistaken. If so, feel free to point that out :) [/QUOTE]
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