It is gamist because it abandons verisimilitude in the name of balance. It is also narrativist because the explanation is story structure-based, as opposed to what is actually happening in the world. I'm not saying it doesn't work,, I'm saying that it does not work for everyone.Counting encounters feels natural. It gives the narrative total control. If players are sailing on a ship, there might only be a couple of encounters in a week or a month. If players are in an underground complex, there might many encounters in a same day. What ever makes sense is how it happens.
Oppositely, to force eight encounters per 24 hours, feels extremely gamist. To make every adventure a "ticking countdown", also feels gamist.
Depends on your definition of D&D.Yes, I can't think of any reason not to if I play DnD. Most likely only digital versions well be purchased though. We use those way more, and my wife and I might downsize or try remote work and road tripping for a year. Not going to haul books around to play virtually.
Maybe give an example?It is gamist because it abandons verisimilitude in the name of balance. It is also narrativist because the explanation is story structure-based, as opposed to what is actually happening in the world. I'm not saying it doesn't work,, I'm saying that it does not work for everyone.
Resource recovery based on story structure defies verisimilitude. Honestly, so does milestone-based leveling, unless you assume getting more powerful in your class is the result of some kind of divine promotion.Maybe give an example?
From what I see, every day having exactly 8 massive fights, day after day, defies verisimilitude.
Oppositely, have a fight whenever it makes sense to have a fight, is pure verisimilitude.
Explain to me what you mean?
feywild campaign?Don't get me wrong, having exactly 8 fights a day is also a problem. I just don't think your solution would work for folks who want the setting to make in-universe sense (unless the setting runs on narrative principles).
I still dont understand where you are coming from.Resource recovery based on story structure defies verisimilitude. Honestly, so does milestone-based leveling, unless you assume getting more powerful in your class is the result of some kind of divine promotion.
Don't get me wrong, having exactly 8 fights a day is also a problem. I just don't think your solution would work for folks who want the setting to make in-universe sense (unless the setting runs on narrative principles).
I've made this point before, but the best way to have resource attrition be both verisimilitudinous and balanced across any X number of encounters is to have resource recharging cost money (loot).Resource recovery based on story structure defies verisimilitude. Honestly, so does milestone-based leveling, unless you assume getting more powerful in your class is the result of some kind of divine promotion.
Don't get me wrong, having exactly 8 fights a day is also a problem. I just don't think your solution would work for folks who want the setting to make in-universe sense (unless the setting runs on narrative principles).
I think they want something that makes sense in-universe first, and then work around that for the other issues. Recovering when you rest makes a lot more sense from a world-building perspective than recovering every x encounters.I still dont understand where you are coming from.
It seems normal enough, that with life experience (= more encounters) a person becomes more competent. This progress might be a matter of rapid insight or years of experience. So counting encounters seems an abstraction that is plausible enough. Plus, the actual number of encounters can vary depending on whether they were many trivial ones or a handful of deadly ones. There is fluidity.