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General Tabletop Discussion
*Dungeons & Dragons
Brainstorming 5 minute work day fixes
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<blockquote data-quote="Benjamin Olson" data-source="post: 8853119" data-attributes="member: 6988941"><p>I just don't really understand the 5 minute workday problem. Sometimes our intrepid adventurers have a one encounter day. That just means that the one encounter should either be meant to let them steamroll the enemies and feel awesome, or should be an extremely difficult encounter that assumes everyone novas out. Other days they should have to do multiple encounters.</p><p></p><p>I get that, given their own devices players will want to rest at intervals that undermine the story pacing or whatever. My nearly universal answer to this is that actions in D&D should have consequences. Other than having high level story deadlines the most basic consequence is that if there was a series of encounters that interlock with each other (ie: an enemy base, a dungeon, etc.), just popping in and slaughtering a few enemies and coming back the next day should result in the enemies being on much higher alert the next day, such that when they show up next time any fight raises the general alarm and brings all the planned encounters down on them at once. If they steamrolled half the dungeon and then called it good for the day, not leaving enough enemies left for even the combined forces to be an interesting fight, well guess what, come tomorrow the boss of that dungeon has skipped town with whatever they were questing after, and/or to go on a recruitment drive plotting his revenge. Or whatever; the important thing is that challenges don't all statically wait for the group to do rests all the time.</p><p></p><p>If there are no consequences to not doing the encounters in one day than there is no reason to do them in one day, and why would real adventurers not do one fight days when they could do so with no consequences? The rules shouldn't artificially box the players into a particular preferred narrative pacing if DMs and adventure designers aren't going to make that pacing make in-world sense.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8853119, member: 6988941"] I just don't really understand the 5 minute workday problem. Sometimes our intrepid adventurers have a one encounter day. That just means that the one encounter should either be meant to let them steamroll the enemies and feel awesome, or should be an extremely difficult encounter that assumes everyone novas out. Other days they should have to do multiple encounters. I get that, given their own devices players will want to rest at intervals that undermine the story pacing or whatever. My nearly universal answer to this is that actions in D&D should have consequences. Other than having high level story deadlines the most basic consequence is that if there was a series of encounters that interlock with each other (ie: an enemy base, a dungeon, etc.), just popping in and slaughtering a few enemies and coming back the next day should result in the enemies being on much higher alert the next day, such that when they show up next time any fight raises the general alarm and brings all the planned encounters down on them at once. If they steamrolled half the dungeon and then called it good for the day, not leaving enough enemies left for even the combined forces to be an interesting fight, well guess what, come tomorrow the boss of that dungeon has skipped town with whatever they were questing after, and/or to go on a recruitment drive plotting his revenge. Or whatever; the important thing is that challenges don't all statically wait for the group to do rests all the time. If there are no consequences to not doing the encounters in one day than there is no reason to do them in one day, and why would real adventurers not do one fight days when they could do so with no consequences? The rules shouldn't artificially box the players into a particular preferred narrative pacing if DMs and adventure designers aren't going to make that pacing make in-world sense. [/QUOTE]
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