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Dungeons & Dragons Playtests Four New Mystic-Themed Subclasses
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<blockquote data-quote="doctorbadwolf" data-source="post: 9842989" data-attributes="member: 6704184"><p>I haven't played it so I can't comment much, but from what I have read it is very easy and without any negative consequence to do most days with only a few encounters. Maybe that isn't accurate, like I said I'm going off commentary I have read from people who played it rather than from first hand exp. </p><p>but that tracks with every single 5e adventure that I have at least read and certainly those I have played. </p><p></p><p>Yeah IMO 4e had the best adventuring day pacing mechanics. </p><p></p><p>Sure, but a large amount of the common problems people run into running the game are at least in large part created by not wanting to run more than 2-3 encounters per day, and instead spend more time exploring and interacting. </p><p></p><p>See, I am not sure that giving xp for finding a way around an encounter actually fits the assumptions upon which 2014 5e was built. </p><p></p><p>Like, I do not consider myself to run anything like a potentially 6+ encounter day, but I also provide opportunities to basically choose whether to get in a fight or cleverly avoid it, and I run exploration and interaction in ways that some people would call them "encounters" because they deplete resources (you better not consider spell slots to be a combat only resource in my games, you will screw yourself over). </p><p></p><p>so, as with some past debates, our definitions may be more oppositional than our actual practices. </p><p></p><p>Short rests should just be taking a moment to catch your breath. In my own game (some similarities to dnd but def not a dnd-like) short rests are variable, and you can take up to an hour, with most things you do during a rest taking 15 minutes or less. Basically, you can do 2 resting tasks in a 15 minute rest and 1 more per extra 15 minutes taken up to 1 hour, but those times can also be shrunk down to "a few minutes" per increment, when the story calls for it. </p><p></p><p>What 5e struggles with, and it doesn't matter whether wotc thinks the bases are sufficiently covered, is a challenging 1-3 encounter day, which is a very common way to run the game, which means that many/most DMs have to adjust encounter design to make up for the lack of support for the way they play the game.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9842989, member: 6704184"] I haven't played it so I can't comment much, but from what I have read it is very easy and without any negative consequence to do most days with only a few encounters. Maybe that isn't accurate, like I said I'm going off commentary I have read from people who played it rather than from first hand exp. but that tracks with every single 5e adventure that I have at least read and certainly those I have played. Yeah IMO 4e had the best adventuring day pacing mechanics. Sure, but a large amount of the common problems people run into running the game are at least in large part created by not wanting to run more than 2-3 encounters per day, and instead spend more time exploring and interacting. See, I am not sure that giving xp for finding a way around an encounter actually fits the assumptions upon which 2014 5e was built. Like, I do not consider myself to run anything like a potentially 6+ encounter day, but I also provide opportunities to basically choose whether to get in a fight or cleverly avoid it, and I run exploration and interaction in ways that some people would call them "encounters" because they deplete resources (you better not consider spell slots to be a combat only resource in my games, you will screw yourself over). so, as with some past debates, our definitions may be more oppositional than our actual practices. Short rests should just be taking a moment to catch your breath. In my own game (some similarities to dnd but def not a dnd-like) short rests are variable, and you can take up to an hour, with most things you do during a rest taking 15 minutes or less. Basically, you can do 2 resting tasks in a 15 minute rest and 1 more per extra 15 minutes taken up to 1 hour, but those times can also be shrunk down to "a few minutes" per increment, when the story calls for it. What 5e struggles with, and it doesn't matter whether wotc thinks the bases are sufficiently covered, is a challenging 1-3 encounter day, which is a very common way to run the game, which means that many/most DMs have to adjust encounter design to make up for the lack of support for the way they play the game. [/QUOTE]
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