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<blockquote data-quote="Flamestrike" data-source="post: 7121853" data-attributes="member: 6788736"><p>The game doesn't help new DMs either, with the [6-8 encounter/ 2-3 short rest/ XP per adventuring day chart showing the need for frequent days featuring multiple encounters] stuff kind of hidden away and only obliquely referred to.</p><p></p><p>Many have to find out for themselves in actual play, and unfortunately most respond to it by simply 'dialing up' encounter difficulty (and not by restricting rests, and using more encounters per long rest).</p><p></p><p>Of course, all dialing up encounter difficulty does, is<em> force players to rely on the 5 minute adventuring day</em>. Players now have to Nova and rely on the 5 minute adventuring day just to stay alive! Instead of fixing the problem, you've now mandated it.</p><p></p><p>If it happens to you as DM, you need to stop and approach it from a different angle. Instead of dialing up encounter difficulty, find a way to police the 5 minute adventuring day so your adventuring days (the time between long rest recharges, however long that may be in game*) feature a default of around half a dozen encounters, and around 2ish short rests.</p><p></p><p>Not all the time of course, but as a general default that should be the rough baseline adventuring day length.</p><p></p><p>(*'Adventuring day' could be a month of game time here if one is using the Gritty realism variant - or even just a single hour if one is using the Super Heroic rest variant where long rests are only an hour long)</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7121853, member: 6788736"] The game doesn't help new DMs either, with the [6-8 encounter/ 2-3 short rest/ XP per adventuring day chart showing the need for frequent days featuring multiple encounters] stuff kind of hidden away and only obliquely referred to. Many have to find out for themselves in actual play, and unfortunately most respond to it by simply 'dialing up' encounter difficulty (and not by restricting rests, and using more encounters per long rest). Of course, all dialing up encounter difficulty does, is[I] force players to rely on the 5 minute adventuring day[/I]. Players now have to Nova and rely on the 5 minute adventuring day just to stay alive! Instead of fixing the problem, you've now mandated it. If it happens to you as DM, you need to stop and approach it from a different angle. Instead of dialing up encounter difficulty, find a way to police the 5 minute adventuring day so your adventuring days (the time between long rest recharges, however long that may be in game*) feature a default of around half a dozen encounters, and around 2ish short rests. Not all the time of course, but as a general default that should be the rough baseline adventuring day length. (*'Adventuring day' could be a month of game time here if one is using the Gritty realism variant - or even just a single hour if one is using the Super Heroic rest variant where long rests are only an hour long) [/QUOTE]
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