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General Tabletop Discussion
*Dungeons & Dragons
High Level 5.5E: Building Encounter Chains
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<blockquote data-quote="WhammeWhamme" data-source="post: 9893619" data-attributes="member: 7056632"><p>If we look at the 5e CRPG, we see that short rests seem intended (or were found to work best by a pretty well-respected team of game devs, I wasn't in the room when they were talking) as roughly a 2/day resource (or at least, that's how it looked briefly playing it).</p><p></p><p>One could use that for relatively extensive game hacks, either changing all short rest abilities to "3/day, max 1/minute" and treating everyone as a daily class, or reversing the math and turning daily classes into short rest classes (you get 1/3rd as many spell slots, but they refresh on a short rest).</p><p></p><p></p><p>However, I think it's easier to use that to structure encounter and adventure design: 6-8 encounters, split into three sequential batches (so with two places for a short rest). </p><p></p><p>Including trash mobs that aren't necessarily obviously trash mobs ("we're fighting some kind of giant bugs. Are these guys a trash mob fight or a serious threat?") and sufficient quantities of enemies to absorb resources over time, and having roughly half of encounters lead into another encounter (including sometimes three in a row), means that first round novas become chancier.</p><p></p><p></p><p>I also personally built in a setting-specific rule that generally makes long rests a non-option before the adventure ends, barring the players accepting defeat on their overall objectives. </p><p></p><p>(My own specific creation there is... well, relatively complex.</p><ul> <li data-xf-list-type="ul">Most places and times, the world is lower-magic than the full power of PC classes and magical monsters.</li> <li data-xf-list-type="ul">Some places are naturally higher magic, but you get sick if you stay in such an area for more than 6 hours (so you need to pull out to rest)</li> <li data-xf-list-type="ul">Areas can be raised to be higher magic fairly easily with ritual magic, but this is temporary and non-cumulative (so you can do it before heading in to an area, but if you take a nap, you wake up to find your higher-end powers are disabled).</li> </ul><p></p><p></p><p>Part of this is world-building to justify most of the world being lower-magic, but I've found it to be a a pretty good way to make it clear to the players that if they want to achieve their objectives, they have to do it without taking a long rest and if they nova and run out of juice, their options are push on anyway or give up and give the enemy several <em>days</em> to restock, resupply, retreat, the works.)</p></blockquote><p></p>
[QUOTE="WhammeWhamme, post: 9893619, member: 7056632"] If we look at the 5e CRPG, we see that short rests seem intended (or were found to work best by a pretty well-respected team of game devs, I wasn't in the room when they were talking) as roughly a 2/day resource (or at least, that's how it looked briefly playing it). One could use that for relatively extensive game hacks, either changing all short rest abilities to "3/day, max 1/minute" and treating everyone as a daily class, or reversing the math and turning daily classes into short rest classes (you get 1/3rd as many spell slots, but they refresh on a short rest). However, I think it's easier to use that to structure encounter and adventure design: 6-8 encounters, split into three sequential batches (so with two places for a short rest). Including trash mobs that aren't necessarily obviously trash mobs ("we're fighting some kind of giant bugs. Are these guys a trash mob fight or a serious threat?") and sufficient quantities of enemies to absorb resources over time, and having roughly half of encounters lead into another encounter (including sometimes three in a row), means that first round novas become chancier. I also personally built in a setting-specific rule that generally makes long rests a non-option before the adventure ends, barring the players accepting defeat on their overall objectives. (My own specific creation there is... well, relatively complex. [LIST] [*]Most places and times, the world is lower-magic than the full power of PC classes and magical monsters. [*]Some places are naturally higher magic, but you get sick if you stay in such an area for more than 6 hours (so you need to pull out to rest) [*]Areas can be raised to be higher magic fairly easily with ritual magic, but this is temporary and non-cumulative (so you can do it before heading in to an area, but if you take a nap, you wake up to find your higher-end powers are disabled). [/LIST] Part of this is world-building to justify most of the world being lower-magic, but I've found it to be a a pretty good way to make it clear to the players that if they want to achieve their objectives, they have to do it without taking a long rest and if they nova and run out of juice, their options are push on anyway or give up and give the enemy several [I]days[/I] to restock, resupply, retreat, the works.) [/QUOTE]
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High Level 5.5E: Building Encounter Chains
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