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<blockquote data-quote="I'm A Banana" data-source="post: 5905313" data-attributes="member: 2067"><p>And the flaw in this argument is that one assumes you can't define an "adventure." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink    ;)"  data-smilie="2"data-shortname=";)" /> Of course you'd have to define an adventure for adventure-based design, just as you define an encounter for encounter-based design.</p><p></p><p>You just need to define some parameters. It was the first thing I did, above. </p><p></p><p>The "adventure" is what takes place between full party recharges. This is what adventure-based means: your resources are dedicated to beating the adventure. If you were to design 4e as adventure-based, you'd design the game over the course of 2 or 3 encounters. Milestones and healing surges and daily powers are already "adventure-based" in this rubrick.</p><p></p><p>Above, I assume that this holds true for a 5e adventure, too. It's 3 4e-style encounters long, and it involves one "encounter" per pillar. Each "encounter" consists of one obstacle (monster, NPC, hazard, etc.) per PC.</p><p></p><p></p><p></p><p></p><p></p><p>If 5e meets its goal of having a possible adventure in an hour, then everyone's happy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink    ;)"  data-smilie="2"data-shortname=";)" /></p><p></p><p>And because this balance responds well to maths, you can shorten it significantly without compromising the balance, like I pointed out above. </p><p></p><p>I think shooting for a "one adventure per your gaming session, however long that is" is a reasonable and very realistic goal for 5e. </p><p></p><p></p><p></p><p>Like I said above, the easiest way to deal with this is to assume the "adventure" recharges when the party does. The party rests for the night, and the goblins call in reinforcements, the kobolds fix their traps (and maybe invent new ones), and the dragon changes lairs. This requires no real bookkeeping, you just run the party through its tasks again, maybe even changing it up. It's a lot like, in an encouter-based game, when the party runs away, the monsters return to full HP. Only you're applying it to the whole adventure, rather than just an encounter. </p><p></p><p>These "problems" aren't actually problems. And you still manage to gain a vancian spellcaster who prepares a few powerful spells at the beginning of the day and who uses them to great effect, but who cannot complete the adventure with them, and so needs the help of his teammates, just as they will need his help (such as when the rogue fails to unlock the door, or fails to convince the king). Preserving that feel for the wizard is vital, and designing the game around the adventure opens up options like death attacks, charm/diplomacy, exploration, deadly traps, rot grubs, ear seekers, save-or-die effects, hirelings and companions, and a host of other very positive things.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5905313, member: 2067"] And the flaw in this argument is that one assumes you can't define an "adventure." ;) Of course you'd have to define an adventure for adventure-based design, just as you define an encounter for encounter-based design. You just need to define some parameters. It was the first thing I did, above. The "adventure" is what takes place between full party recharges. This is what adventure-based means: your resources are dedicated to beating the adventure. If you were to design 4e as adventure-based, you'd design the game over the course of 2 or 3 encounters. Milestones and healing surges and daily powers are already "adventure-based" in this rubrick. Above, I assume that this holds true for a 5e adventure, too. It's 3 4e-style encounters long, and it involves one "encounter" per pillar. Each "encounter" consists of one obstacle (monster, NPC, hazard, etc.) per PC. If 5e meets its goal of having a possible adventure in an hour, then everyone's happy. ;) And because this balance responds well to maths, you can shorten it significantly without compromising the balance, like I pointed out above. I think shooting for a "one adventure per your gaming session, however long that is" is a reasonable and very realistic goal for 5e. Like I said above, the easiest way to deal with this is to assume the "adventure" recharges when the party does. The party rests for the night, and the goblins call in reinforcements, the kobolds fix their traps (and maybe invent new ones), and the dragon changes lairs. This requires no real bookkeeping, you just run the party through its tasks again, maybe even changing it up. It's a lot like, in an encouter-based game, when the party runs away, the monsters return to full HP. Only you're applying it to the whole adventure, rather than just an encounter. These "problems" aren't actually problems. And you still manage to gain a vancian spellcaster who prepares a few powerful spells at the beginning of the day and who uses them to great effect, but who cannot complete the adventure with them, and so needs the help of his teammates, just as they will need his help (such as when the rogue fails to unlock the door, or fails to convince the king). Preserving that feel for the wizard is vital, and designing the game around the adventure opens up options like death attacks, charm/diplomacy, exploration, deadly traps, rot grubs, ear seekers, save-or-die effects, hirelings and companions, and a host of other very positive things. [/QUOTE]
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