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General Tabletop Discussion
*Dungeons & Dragons
Countering Rest Spells (Tiny Hut, Rope Trick, et al)
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<blockquote data-quote="Todd Roybark" data-source="post: 7879898" data-attributes="member: 6920677"><p>5 encounters should not be all combat, to my mind, but the impression I get tetrasodium, is that is often what people are referring to when referencing the sacred “adventuring day”.</p><p></p><p>Figuring out how to disrupt the ritual sacrifice that will <em>bring about the end of the world(TM)</em> conducted in the multi -level Thane of a Yuan Ti temple, with a hard encounter Xp load of monsters, plus traps, an Arcane locks, and puzzle like aspects is 3-5 encounters in One complex room.</p><p></p><p>A deadly encounter, in 5e with bounded accuracy and bad dice luck on the part of the players and good dice luck on the part of the DM can effectively be the adventuring day, regardless of what the DMG says. The new U/A class features like Spell Versatility arose as a response to a <em>style of play the insular group of D&D designers at WOTC DID NOT conceive of</em> per Crawford’s own Twitter post.</p><p></p><p>The problem is the default assumption of the adventuring day, and trying to slavishly abide by it.</p><p>All tables will have a somewhat different paradigm.</p><p></p><p>5e has a Rest Timer problem. Prior editions ( Esp 4e), player resources depleted at a fairly consistent rate across classes....yes there were glaring exceptions like 1e First level Wizard and so forth, but casting 1 to 2 spells in an encounter often could resolve it.</p><p></p><p>In 5e due to spell balancing( low damage relative to hp, no guaranteed duration like prior editions, restrictive Concentration rules etc) full casters have to cast more spells, use more class powers.</p><p></p><p>Meanwhile Fighters, Monks, Rogues are good w/ Short Rests....Pallys and Rangers and Wizards fall in the middle, and Bards, Non Circle of the Land Druids, clerics and Barbarians (to a much lesser degree) are clamoring for a long rest....because the rest timer for these classes are different.</p><p></p><p>This to me is the real problem. (As others have stated)...</p><p>That and thinking the “Adventuring Day” is like the Speed of Light.....Adventuring Day is a guideline, not the law.</p></blockquote><p></p>
[QUOTE="Todd Roybark, post: 7879898, member: 6920677"] 5 encounters should not be all combat, to my mind, but the impression I get tetrasodium, is that is often what people are referring to when referencing the sacred “adventuring day”. Figuring out how to disrupt the ritual sacrifice that will [I]bring about the end of the world(TM)[/I] conducted in the multi -level Thane of a Yuan Ti temple, with a hard encounter Xp load of monsters, plus traps, an Arcane locks, and puzzle like aspects is 3-5 encounters in One complex room. A deadly encounter, in 5e with bounded accuracy and bad dice luck on the part of the players and good dice luck on the part of the DM can effectively be the adventuring day, regardless of what the DMG says. The new U/A class features like Spell Versatility arose as a response to a [I]style of play the insular group of D&D designers at WOTC DID NOT conceive of[/I] per Crawford’s own Twitter post. The problem is the default assumption of the adventuring day, and trying to slavishly abide by it. All tables will have a somewhat different paradigm. 5e has a Rest Timer problem. Prior editions ( Esp 4e), player resources depleted at a fairly consistent rate across classes....yes there were glaring exceptions like 1e First level Wizard and so forth, but casting 1 to 2 spells in an encounter often could resolve it. In 5e due to spell balancing( low damage relative to hp, no guaranteed duration like prior editions, restrictive Concentration rules etc) full casters have to cast more spells, use more class powers. Meanwhile Fighters, Monks, Rogues are good w/ Short Rests....Pallys and Rangers and Wizards fall in the middle, and Bards, Non Circle of the Land Druids, clerics and Barbarians (to a much lesser degree) are clamoring for a long rest....because the rest timer for these classes are different. This to me is the real problem. (As others have stated)... That and thinking the “Adventuring Day” is like the Speed of Light.....Adventuring Day is a guideline, not the law. [/QUOTE]
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Countering Rest Spells (Tiny Hut, Rope Trick, et al)
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