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How many combat encounters per adventuring day does your group have?
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<blockquote data-quote="Swarmkeeper" data-source="post: 8336946" data-attributes="member: 6921763"><p>Two comments: </p><p></p><p></p><p>I've seen this quibble before but I still fail to see how real time must relate to in-world time at all. A single 3 hour session might comprise of several in-world days (or weeks or even years) or 3 sessions might comprise a single in-world day. Real world time needn't have anything to do with in-world time. In a game that can last for a year or more IRL, players can afford to be patient with in-world ability recharges, IMO.</p><p></p><p></p><p></p><p>The "less tracking" argument is really alien to me. D&D Beyond does all the tracking for the player and is ready for them the next time a session is held. Same for a sheet of paper in meat space - except replace "clicks" with "pencil marks". The virtual and real sheet are both completed by session end and are now available for the player to study between sessions (ok - maybe I'm dreaming here) so they can think about what they might do next session mechanically.</p><p></p><p>Unless you have a 5+ hour long session - or are a remarkable DM with quick acting players who can get through many encounters in a short time - resetting (i.e. long resting) at the end of every session results in virtually never pushing the PCs to their resource capacity. It is certainly fine to play either way, but the game experience will be markedly different. I suppose that is all about expectations but, for our table, no encounter or session is guaranteed to be balanced or easy or hard. It's about recognizing the challenge in the moment and making decisions that add to the story and the fun at the table.</p><p></p><p></p><p>Example: in an adventuring day that lasted 3 sessions, our group (6 PCs of level 2 to 5) were trapped in an underground manor. By the end of the 3rd session, my Gnome Trickery Cleric had blown through his spell slots and had his max HP reduced to 7 by vampiric mist. I knew going into the 3rd session we were in trouble but the party was determined to get out of there alive, possibly with the information we came for. Well, sh*t got real when the party got effectively split and stone beetles came out of the walls to knock out my character. Meanwhile a carrion crawler was doing a number on many of the other party members far down the wending hallway with a few PCs getting paralyzed but managing to save on subsequent turns. After my PC endured one failed and one successful death save, our rogue managed to pull him to "safety" away from the beetles but that ended up being too close to the carrion crawler. Hit while down, my PC was toast and dragged off to be consumed. Had we reset between sessions, this particularly fun and memorable session likely would have played out very differently - perhaps, I would argue, in a less memorable way.</p><p></p><p>I dunno - really just a preference thing at the end of the day- one can have fun with resetting after every session so the heroic ability meter is usually towards the peak -or- one can have fun with not resetting after each session which can often bring in the challenge of strategizing what to do when resources are inevitably low. </p><p></p><p>TL;DR: carrion crawlers are nasty CR 2 critters: +10 to hit with the paralyzing tentacles!</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8336946, member: 6921763"] Two comments: I've seen this quibble before but I still fail to see how real time must relate to in-world time at all. A single 3 hour session might comprise of several in-world days (or weeks or even years) or 3 sessions might comprise a single in-world day. Real world time needn't have anything to do with in-world time. In a game that can last for a year or more IRL, players can afford to be patient with in-world ability recharges, IMO. The "less tracking" argument is really alien to me. D&D Beyond does all the tracking for the player and is ready for them the next time a session is held. Same for a sheet of paper in meat space - except replace "clicks" with "pencil marks". The virtual and real sheet are both completed by session end and are now available for the player to study between sessions (ok - maybe I'm dreaming here) so they can think about what they might do next session mechanically. Unless you have a 5+ hour long session - or are a remarkable DM with quick acting players who can get through many encounters in a short time - resetting (i.e. long resting) at the end of every session results in virtually never pushing the PCs to their resource capacity. It is certainly fine to play either way, but the game experience will be markedly different. I suppose that is all about expectations but, for our table, no encounter or session is guaranteed to be balanced or easy or hard. It's about recognizing the challenge in the moment and making decisions that add to the story and the fun at the table. Example: in an adventuring day that lasted 3 sessions, our group (6 PCs of level 2 to 5) were trapped in an underground manor. By the end of the 3rd session, my Gnome Trickery Cleric had blown through his spell slots and had his max HP reduced to 7 by vampiric mist. I knew going into the 3rd session we were in trouble but the party was determined to get out of there alive, possibly with the information we came for. Well, sh*t got real when the party got effectively split and stone beetles came out of the walls to knock out my character. Meanwhile a carrion crawler was doing a number on many of the other party members far down the wending hallway with a few PCs getting paralyzed but managing to save on subsequent turns. After my PC endured one failed and one successful death save, our rogue managed to pull him to "safety" away from the beetles but that ended up being too close to the carrion crawler. Hit while down, my PC was toast and dragged off to be consumed. Had we reset between sessions, this particularly fun and memorable session likely would have played out very differently - perhaps, I would argue, in a less memorable way. I dunno - really just a preference thing at the end of the day- one can have fun with resetting after every session so the heroic ability meter is usually towards the peak -or- one can have fun with not resetting after each session which can often bring in the challenge of strategizing what to do when resources are inevitably low. TL;DR: carrion crawlers are nasty CR 2 critters: +10 to hit with the paralyzing tentacles! [/QUOTE]
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