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General Tabletop Discussion
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Flamestrike" data-source="post: 6860631" data-attributes="member: 6788736"><p>I disagree for three reasons. The first is that using 100 percent of available resources in one encounter misses the fact that [short rest] and [long rest] resources are not equal. A 10th level Warlock in a 'one super deadly encounter adventuring day' expends two slots. His Wizard buddy expends dozens. The Fighter 10 gets the one action surge, heals 1d10+10, and has a handful of superiority dice to spend. His Paladin 10 friend next to him gets advantage on one target for a minute, heals 50, and gets a pool of around 20d8 in smite damage.</p><p></p><p>The second reason is that dialing up the difficulty of encounters encourages nova tactics by the party and thus moves the game further away from balance. Nova tactics favor some classes over others. If you let (or in this case force) the players to nova, then you hurt fighters, monks and warlocks (and rogues to an extent). Players wont want to play those classes (and those that do will probably regret doing so) becuase they cant do nova strikes like your long rest classes can.</p><p></p><p>The third reason is that super deadly encounters that force the PCs to burn 100 percent of resources just to survive can quite easily result in a TPK. If your group of players face even a 20 percent chance of a TPK each level then odds are they'll all be dead before they hit 5th. </p><p></p><p></p><p></p><p>No-one is saying you have to ram 6-8 per day down your players throats all the time. I personally stick to a roughly 6 encounter/ 2 short rest mark for around 50 percent of the AD's I run for my group. The other 50 percent of the adventuring days are broken up with mainly shorter and the occasional longer AD's.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6860631, member: 6788736"] I disagree for three reasons. The first is that using 100 percent of available resources in one encounter misses the fact that [short rest] and [long rest] resources are not equal. A 10th level Warlock in a 'one super deadly encounter adventuring day' expends two slots. His Wizard buddy expends dozens. The Fighter 10 gets the one action surge, heals 1d10+10, and has a handful of superiority dice to spend. His Paladin 10 friend next to him gets advantage on one target for a minute, heals 50, and gets a pool of around 20d8 in smite damage. The second reason is that dialing up the difficulty of encounters encourages nova tactics by the party and thus moves the game further away from balance. Nova tactics favor some classes over others. If you let (or in this case force) the players to nova, then you hurt fighters, monks and warlocks (and rogues to an extent). Players wont want to play those classes (and those that do will probably regret doing so) becuase they cant do nova strikes like your long rest classes can. The third reason is that super deadly encounters that force the PCs to burn 100 percent of resources just to survive can quite easily result in a TPK. If your group of players face even a 20 percent chance of a TPK each level then odds are they'll all be dead before they hit 5th. No-one is saying you have to ram 6-8 per day down your players throats all the time. I personally stick to a roughly 6 encounter/ 2 short rest mark for around 50 percent of the AD's I run for my group. The other 50 percent of the adventuring days are broken up with mainly shorter and the occasional longer AD's. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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