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D&D 6th edition - What do you want to see?
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<blockquote data-quote="5ekyu" data-source="post: 7802872" data-attributes="member: 6919838"><p>1 better wording on their encounters per day to exhaust a party baseline expectation so that folks do not think it is a requirement and know its just a benchmark for them making guesses.</p><p></p><p>2 then again, a better balancing encounter bit altogether that deals with in-play balance more than on-paper balance.</p><p></p><p>3 Three Rs of Encounters - robust, reactive and resilient guidelines.</p><p></p><p>4 Turn more/all of the "one save or suck" effects into "race-to-three" akin to how contagion works. "One save and useless" is boring. </p><p></p><p>5 incorporate spending HD more into normal routine kinds of stuff, not just resting, perhaps have spending HD at varying rates be a way to refresh "short rest" abilities <strong>in place of</strong> "short rests."</p><p></p><p>6 basically ditch short rests in favor of an accountable resource for shorter recovery abilities - see 5.</p><p></p><p>...</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7802872, member: 6919838"] 1 better wording on their encounters per day to exhaust a party baseline expectation so that folks do not think it is a requirement and know its just a benchmark for them making guesses. 2 then again, a better balancing encounter bit altogether that deals with in-play balance more than on-paper balance. 3 Three Rs of Encounters - robust, reactive and resilient guidelines. 4 Turn more/all of the "one save or suck" effects into "race-to-three" akin to how contagion works. "One save and useless" is boring. 5 incorporate spending HD more into normal routine kinds of stuff, not just resting, perhaps have spending HD at varying rates be a way to refresh "short rest" abilities [B]in place of[/B] "short rests." 6 basically ditch short rests in favor of an accountable resource for shorter recovery abilities - see 5. ... [/QUOTE]
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D&D 6th edition - What do you want to see?
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