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General Tabletop Discussion
*Dungeons & Dragons
How many combats do you have on average adventuring day.
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<blockquote data-quote="SteveC" data-source="post: 9457557" data-attributes="member: 9053"><p>I just had a session last night of Feng Shui 2, and it highlighted how games with combat have a huge variety in what they expect the impact to be. We did a combat last night where three of the six characters almost died. It was crazy. At the end of the combat we all recovered all of our resources and were ready for the next fight.</p><p></p><p>In FS2 the fights are what you are looking forward to in the game. You're enjoying the experience even though it can be dangerous to your character. And after the fight, you're ready for the next one. There is a larger story building here, but the fight scenes are the main event.</p><p></p><p>Compare that to Original Edition D&D or BECMI. In those cases, you feel like when you roll initiative, you've sort of done something wrong. You want to get through them as fast as possible so you can get back to trying to get rich.</p><p></p><p>And 5E is all over the place. I never really feel like there is an assumption of where characters will be at the start of a fight. In PF2, you have the assumption that characters will enter a combat at full HP, and the game is balanced in that light. In 5E, with hour-long short rests, you don't know if the group will be <strong>able </strong>to get there for any particular battle after the first day. With the resources the way they are, the game tells you it's balanced for a play style that not a lot of people use.</p><p></p><p>It seems to me that the 5E DMG has the opportunity to set expectations for what an adventuring day should look like, along with how a DM should manage it. I'm just not sure if, within the rules of the game we've seen so far, there are mechanical tools to make that easily happen.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9457557, member: 9053"] I just had a session last night of Feng Shui 2, and it highlighted how games with combat have a huge variety in what they expect the impact to be. We did a combat last night where three of the six characters almost died. It was crazy. At the end of the combat we all recovered all of our resources and were ready for the next fight. In FS2 the fights are what you are looking forward to in the game. You're enjoying the experience even though it can be dangerous to your character. And after the fight, you're ready for the next one. There is a larger story building here, but the fight scenes are the main event. Compare that to Original Edition D&D or BECMI. In those cases, you feel like when you roll initiative, you've sort of done something wrong. You want to get through them as fast as possible so you can get back to trying to get rich. And 5E is all over the place. I never really feel like there is an assumption of where characters will be at the start of a fight. In PF2, you have the assumption that characters will enter a combat at full HP, and the game is balanced in that light. In 5E, with hour-long short rests, you don't know if the group will be [B]able [/B]to get there for any particular battle after the first day. With the resources the way they are, the game tells you it's balanced for a play style that not a lot of people use. It seems to me that the 5E DMG has the opportunity to set expectations for what an adventuring day should look like, along with how a DM should manage it. I'm just not sure if, within the rules of the game we've seen so far, there are mechanical tools to make that easily happen. [/QUOTE]
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