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General Tabletop Discussion
*Dungeons & Dragons
A simple solution to 'easy mode D&D' and the 6-8 combats problem
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<blockquote data-quote="Blue" data-source="post: 7284235" data-attributes="member: 20564"><p>A large factor in the 6-8 encounters per day is a matter of resource management. Both in absolute amounts, but also int he balance between the at-will, short-rest-recovery and long-rest-recovery resources.</p><p></p><p>Unfortunately, more difficult fights do NOT evenly address this because some resource expenditures don't scale simply with combat toughness. Let's take the same example I used in another thread: 3 rages per day. If you have 6 encounters, that means you can rage in half of them. Max. If you have 3 harder encounters, then you can rage in all of them.</p><p></p><p>Many buff spells are the same - it takes half as many castings per day.</p><p></p><p>If the foes are more powerful, a debuff spell gives you more bang for you buck since it stops more for the same casting. And since 3 or 4 saves do NOT scale with level, as long as you pay attention it is just as easy to land the spells.</p><p></p><p>If foes are instead more numerous, then area of effects get better - often able to affect more foes for the same casting.</p><p></p><p>On the other hand, many resources are scaled by tougher encounters. So you can't just cut everything in half and say you've fixed it. There isn't a simple solution to maintaining the same balance and reducing the number of encounters between recharging resources.</p><p></p><p>(If you move from the narrative model recharge-on-short|long-rest model to a more gamist model where they recharge every 2/6 challenging encounters it would resolve it, but that's a sacred cow for a reason - it strongly fits the story, and it gives some control into the hands of the players to make their own calls.)</p><p></p><p>EDIT: I do see "it works fine for me with fewer/harder encounters". My question for that is do they have a mix of short-rest recovery and primary at-will or do the "stars" often use long-rest recovery classes like the wizard, paladin, etc.</p></blockquote><p></p>
[QUOTE="Blue, post: 7284235, member: 20564"] A large factor in the 6-8 encounters per day is a matter of resource management. Both in absolute amounts, but also int he balance between the at-will, short-rest-recovery and long-rest-recovery resources. Unfortunately, more difficult fights do NOT evenly address this because some resource expenditures don't scale simply with combat toughness. Let's take the same example I used in another thread: 3 rages per day. If you have 6 encounters, that means you can rage in half of them. Max. If you have 3 harder encounters, then you can rage in all of them. Many buff spells are the same - it takes half as many castings per day. If the foes are more powerful, a debuff spell gives you more bang for you buck since it stops more for the same casting. And since 3 or 4 saves do NOT scale with level, as long as you pay attention it is just as easy to land the spells. If foes are instead more numerous, then area of effects get better - often able to affect more foes for the same casting. On the other hand, many resources are scaled by tougher encounters. So you can't just cut everything in half and say you've fixed it. There isn't a simple solution to maintaining the same balance and reducing the number of encounters between recharging resources. (If you move from the narrative model recharge-on-short|long-rest model to a more gamist model where they recharge every 2/6 challenging encounters it would resolve it, but that's a sacred cow for a reason - it strongly fits the story, and it gives some control into the hands of the players to make their own calls.) EDIT: I do see "it works fine for me with fewer/harder encounters". My question for that is do they have a mix of short-rest recovery and primary at-will or do the "stars" often use long-rest recovery classes like the wizard, paladin, etc. [/QUOTE]
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A simple solution to 'easy mode D&D' and the 6-8 combats problem
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