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Dungeons & Dragons Playtests Four New Mystic-Themed Subclasses
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<blockquote data-quote="Charlaquin" data-source="post: 9842858" data-attributes="member: 6779196"><p>Yeah, personally I think a big part of the problem here is the 1-hour short rest. They really should have been 10 minutes IMO. Having some resources that have to last all day, some that you can count on once per encounter, and some that you can use multiple times per encounter is a really great thing for either encounter based or adventuring day based challenge.</p><p></p><p>Well, what I mean is that people seem to enjoy the way 5e’s combat is designed. Whether that’s because they play full adventuring days and enjoy that challenge or because they do much fewer encounters per day and enjoy the lack of challenge is ultimately kind of immaterial. That’s why I’ve been saying I think it’s a strength of the model that players have the power to decide to retreat and recover after only a few encounters if they want to.</p><p></p><p>I’ll say, in my experience, players I’ve played with do seem to like the way I run things. I stock dungeons with roughly 4 medium encounters, 2 easy encounters, and 2 hard encounters worth of stuff, I make random encounters hard to deadly in overland travel and trivial to easy in dungeons, and I use those random encounters as the primary source of time pressure. Most often, players will get through 3 or 4 encounters in a day before tapping out. Depending on the specifics of the adventure, it is usually possible for the players to achieve their goals without having to do every encounter, especially if they look for ways to avoid fights when they can. And I give experience for circumvented encounters same as I would for “winning” them through combat. Seems to be really fun and satisfying for the people I play with.</p><p></p><p>No, indeed, I think having the option to stop part way through and rest if you need to is an intentional part of the design. I am a strong advocate of using some sort of dungeon restocking mechanic to make sure this is costly and feels like a concession, but I also think the restocking should favor easier encounters so that retreating doesn’t make it feel like all your progress up to that point was wasted. It should be possible to chip away at a dungeon gradually. Restocking just insures that 5-minute workdays feel inefficient.</p><p></p><p>Maybe. I think long rests are a better macro-level challenge, but I would prefer if short rests were assumed after every encounter instead of after 2 or 3 of them.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9842858, member: 6779196"] Yeah, personally I think a big part of the problem here is the 1-hour short rest. They really should have been 10 minutes IMO. Having some resources that have to last all day, some that you can count on once per encounter, and some that you can use multiple times per encounter is a really great thing for either encounter based or adventuring day based challenge. Well, what I mean is that people seem to enjoy the way 5e’s combat is designed. Whether that’s because they play full adventuring days and enjoy that challenge or because they do much fewer encounters per day and enjoy the lack of challenge is ultimately kind of immaterial. That’s why I’ve been saying I think it’s a strength of the model that players have the power to decide to retreat and recover after only a few encounters if they want to. I’ll say, in my experience, players I’ve played with do seem to like the way I run things. I stock dungeons with roughly 4 medium encounters, 2 easy encounters, and 2 hard encounters worth of stuff, I make random encounters hard to deadly in overland travel and trivial to easy in dungeons, and I use those random encounters as the primary source of time pressure. Most often, players will get through 3 or 4 encounters in a day before tapping out. Depending on the specifics of the adventure, it is usually possible for the players to achieve their goals without having to do every encounter, especially if they look for ways to avoid fights when they can. And I give experience for circumvented encounters same as I would for “winning” them through combat. Seems to be really fun and satisfying for the people I play with. No, indeed, I think having the option to stop part way through and rest if you need to is an intentional part of the design. I am a strong advocate of using some sort of dungeon restocking mechanic to make sure this is costly and feels like a concession, but I also think the restocking should favor easier encounters so that retreating doesn’t make it feel like all your progress up to that point was wasted. It should be possible to chip away at a dungeon gradually. Restocking just insures that 5-minute workdays feel inefficient. Maybe. I think long rests are a better macro-level challenge, but I would prefer if short rests were assumed after every encounter instead of after 2 or 3 of them. [/QUOTE]
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