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Have the designers lost interest in short rests?
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<blockquote data-quote="Asisreo" data-source="post: 8125393" data-attributes="member: 7019027"><p>Balance in a TTRPG will never come from a design team. It never really has, either. </p><p></p><p>I've never played a game where CR was so accurate that a GM could be blindfolded and still have a fun, interesting, balanced encounter from merely a Challenge Rating number. Some iterations were more accurate than others but never so accurate that we could seriously rely on it. </p><p></p><p>Likewise, encounter design will never be accurate without the DM. Lets imagine that WoTC </p><p>did it. Their new Errata changes all the classes so that short rests no longer exist, short rest class resources are doubled/tripled, and the expected number of encounters are about 3 before the next long rest. </p><p></p><p>Now, you are designing an adventure for the DMsguild. You want every class to shine in your adventure. How do you structure it? Do you make sure every day has exactly 3 encounters and do you think that's enough to guarantee all classes are relevant? </p><p></p><p>I don't think such an adventure, or similar ones, would do well. Aside from the overall feel of the adventure being so mechanical that you can taste the WD-40, I'm willing to bet that the adventure also railroads its players into following this structure no matter what they do. If they face an NPC they are expected to fight, no amount of good roleplay will prevent the combat occurring. None of their decisions will ever matter.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8125393, member: 7019027"] Balance in a TTRPG will never come from a design team. It never really has, either. I've never played a game where CR was so accurate that a GM could be blindfolded and still have a fun, interesting, balanced encounter from merely a Challenge Rating number. Some iterations were more accurate than others but never so accurate that we could seriously rely on it. Likewise, encounter design will never be accurate without the DM. Lets imagine that WoTC did it. Their new Errata changes all the classes so that short rests no longer exist, short rest class resources are doubled/tripled, and the expected number of encounters are about 3 before the next long rest. Now, you are designing an adventure for the DMsguild. You want every class to shine in your adventure. How do you structure it? Do you make sure every day has exactly 3 encounters and do you think that's enough to guarantee all classes are relevant? I don't think such an adventure, or similar ones, would do well. Aside from the overall feel of the adventure being so mechanical that you can taste the WD-40, I'm willing to bet that the adventure also railroads its players into following this structure no matter what they do. If they face an NPC they are expected to fight, no amount of good roleplay will prevent the combat occurring. None of their decisions will ever matter. [/QUOTE]
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Have the designers lost interest in short rests?
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