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DM in trouble needs advice/help to balance encounters in his campaign.
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<blockquote data-quote="Tony Vargas" data-source="post: 7836676" data-attributes="member: 996"><p>That's not necessarily all bad. Where it's a little bit good is that it does give the players some meaningful decisions to make - as long as the pacing of the campaign puts the decision to rest in the players' hands, with benefits and consequences to weigh. Being better able to handle encounters because you're at full strength is the relevant benefit, and time pressures - enemy preparedness/escape, rivals getting there first, 'doom clocks' of various types, etc - the usual consequences. </p><p>However, in D&D, because the classes are balanced around a specific pacing, there's /also/ metagame pressures, for the classes with a heavy concentration of rest-recharge resources, resting more often will mean greater effectiveness, importance, and even dominance in play, and, correspondingly, greater effectiveness & chance of success for the party, for the classes without such, making a meaningful contribution means seeing classes of the first sort pushed beyond the limits of their resources. So there is a built-in, perverse incentive, for players of certain classes to sabotage their own party in order to at least appear to be pulling their own weight, when, in fact, by doing so, they are overall hurting the party's chance of success, while, conversely, if they go with what's best for the party, they're chronically under-contributing. There's literally no right call.</p><p></p><p>The 13A solution eliminates both dynamics. The standard D&D model emphasizes both.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7836676, member: 996"] That's not necessarily all bad. Where it's a little bit good is that it does give the players some meaningful decisions to make - as long as the pacing of the campaign puts the decision to rest in the players' hands, with benefits and consequences to weigh. Being better able to handle encounters because you're at full strength is the relevant benefit, and time pressures - enemy preparedness/escape, rivals getting there first, 'doom clocks' of various types, etc - the usual consequences. However, in D&D, because the classes are balanced around a specific pacing, there's /also/ metagame pressures, for the classes with a heavy concentration of rest-recharge resources, resting more often will mean greater effectiveness, importance, and even dominance in play, and, correspondingly, greater effectiveness & chance of success for the party, for the classes without such, making a meaningful contribution means seeing classes of the first sort pushed beyond the limits of their resources. So there is a built-in, perverse incentive, for players of certain classes to sabotage their own party in order to at least appear to be pulling their own weight, when, in fact, by doing so, they are overall hurting the party's chance of success, while, conversely, if they go with what's best for the party, they're chronically under-contributing. There's literally no right call. The 13A solution eliminates both dynamics. The standard D&D model emphasizes both. [/QUOTE]
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