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General Tabletop Discussion
*Dungeons & Dragons
Dungeons & Dragons Playtests Four New Mystic-Themed Subclasses
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9842899" data-attributes="member: 710"><p>The advice the DMG probably actually needs to provide is this:</p><p></p><p><em>The classes are balanced around the idea that they can handle a certain number encounters per day. If they do more, they will struggle and run out spells, hit points and similar resources. If they do less, particularly classes that rely on spells or similar "daily" resources will feel more powerful, because they can spend more on their resources on a single encounter, and contribute more</em>.</p><p></p><p>Maybe it could add some strategies to address this: </p><p></p><p>If your campaign will often have less encounters than expected, you can increase the challenge of individual encounters to make characters run out of resources more quickly, but beware that this still benefits the spellcaster and similar classes that recover most of their resources during an long rest. </p><p>You could create scenarios where the spellcasters will need to use some of their spells outside of regular encounters, but beware that this can make them feel mandatory to have and outshine the non-spellcasters. </p><p></p><p>An alternative is to make stricter requirements on long rests, so that even if the characters can spend a night, the environment might not be suitable to it. Consider adding dedicated rest spots that can be reached within the limit, or even magical items, potions or rituals during adventures that can provide the benefits of a long rest where the players are too far away from the usual rest options. </p><p>You could also simply say that characters usually can only gain the benefits of a regular long rest after <em>n</em> encounters. Avoid however punishing smart play - for example, if the player characters circumvent encounters by clever scouting and maneuvering out they shouldn't be worse off then if they had just forced a combat scenario.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9842899, member: 710"] The advice the DMG probably actually needs to provide is this: [I]The classes are balanced around the idea that they can handle a certain number encounters per day. If they do more, they will struggle and run out spells, hit points and similar resources. If they do less, particularly classes that rely on spells or similar "daily" resources will feel more powerful, because they can spend more on their resources on a single encounter, and contribute more[/I]. Maybe it could add some strategies to address this: If your campaign will often have less encounters than expected, you can increase the challenge of individual encounters to make characters run out of resources more quickly, but beware that this still benefits the spellcaster and similar classes that recover most of their resources during an long rest. You could create scenarios where the spellcasters will need to use some of their spells outside of regular encounters, but beware that this can make them feel mandatory to have and outshine the non-spellcasters. An alternative is to make stricter requirements on long rests, so that even if the characters can spend a night, the environment might not be suitable to it. Consider adding dedicated rest spots that can be reached within the limit, or even magical items, potions or rituals during adventures that can provide the benefits of a long rest where the players are too far away from the usual rest options. You could also simply say that characters usually can only gain the benefits of a regular long rest after [I]n[/I] encounters. Avoid however punishing smart play - for example, if the player characters circumvent encounters by clever scouting and maneuvering out they shouldn't be worse off then if they had just forced a combat scenario. [/QUOTE]
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