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High Level 5.5E: Building Encounter Chains
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<blockquote data-quote="tetrasodium" data-source="post: 9884530" data-attributes="member: 93670"><p>Yes. Classes that are designed around ensuring that they can force a 5mwd make things worse for everyone. However the encounter guidelines do not work particularly well even without players trying to force a 5mwd. The standard adventuring day tended to fall in the 2-ish to 4-ish give or take prior to 5e with good reason and the Hickman revolution/manifesto nicely covers why the 5e guidelines fail miserably</p><p>[Spoiler]</p><p>Hickmans put forward four "requirements" for the adventures they were presenting:</p><ol> <li data-xf-list-type="ol">A player objective more worthwhile than simply pillaging and killing. </li> <li data-xf-list-type="ol">An intriguing story that is intricately woven into play itself. </li> <li data-xf-list-type="ol">Dungeons with an architectural sense. </li> <li data-xf-list-type="ol">An attainable and honorable end within one to two sessions playing time.</li> </ol><p>[/Spoiler]</p><p></p><p>It doesn't really matter if you string 25-30ish rounds of combat into a single encounter or break it up with multiple encounters, the players slogging through both still forget details of the objective don't have time to appreciate the dungeon's design and are unlikely to remember what happened so many sessions back to care much beyond being glad that it's over when they finally finish the slog</p><p></p><p>Saying that it works fine if classes built to encourage 5MWD Nova don't nova is a defacto acknowledgement that the classes themselves motivate the problem's creation. The gm is better off just taking away the SR keys that keep those classes going until wotc issues a better designed version of those SR clssses</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9884530, member: 93670"] Yes. Classes that are designed around ensuring that they can force a 5mwd make things worse for everyone. However the encounter guidelines do not work particularly well even without players trying to force a 5mwd. The standard adventuring day tended to fall in the 2-ish to 4-ish give or take prior to 5e with good reason and the Hickman revolution/manifesto nicely covers why the 5e guidelines fail miserably [Spoiler] Hickmans put forward four "requirements" for the adventures they were presenting: [LIST=1] [*]A player objective more worthwhile than simply pillaging and killing. [*]An intriguing story that is intricately woven into play itself. [*]Dungeons with an architectural sense. [*]An attainable and honorable end within one to two sessions playing time. [/LIST] [/Spoiler] It doesn't really matter if you string 25-30ish rounds of combat into a single encounter or break it up with multiple encounters, the players slogging through both still forget details of the objective don't have time to appreciate the dungeon's design and are unlikely to remember what happened so many sessions back to care much beyond being glad that it's over when they finally finish the slog Saying that it works fine if classes built to encourage 5MWD Nova don't nova is a defacto acknowledgement that the classes themselves motivate the problem's creation. The gm is better off just taking away the SR keys that keep those classes going until wotc issues a better designed version of those SR clssses [/QUOTE]
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High Level 5.5E: Building Encounter Chains
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