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Community
General Tabletop Discussion
*Dungeons & Dragons
How many combats does your 5e group typically have between long rests, if you have at least one?
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<blockquote data-quote="EzekielRaiden" data-source="post: 6713870" data-attributes="member: 6790260"><p>Yeah, I had a 4e game where something like this happened. It was an <em>enormous</em> fight and if we hadn't blown all our "major" resources, people would've died (or at least rolled death saves--I only stayed standing because I was a Paladin, with survival abilities, and had <em>two</em> leaders backing me up). I'd really rather not repeat that experience in any game system at any point in the <em>slightly</em> near future.</p><p></p><p>I can understand your issues--they are, in fact, the "other side"* of my criticism of 5e's "short" rest. I think it's ridiculous that any more-or-less enclosed space--like a dungeon, a fort, a cave, an enemy village/encampment, or just about anything an Adventuring Party might explore that isn't a huge and trackless forest--can house distinct encounters that are widely-separated enough that a group can just take an hour-long break and not either (a) alert the entire area, (b) allow their enemies to replenish their strength, or (c) both. As a result, the majority of dangerous places strike me as woefully inappropriate for 5e adventuring parties--you're almost guaranteed to bring the whole thing down on your head, and because 5e is a numbers game, that basically means you die.</p><p></p><p>Of course, I haven't yet had a chance to see too much of this in action, but it's a major concern. The fact that you've voiced (essentially) exactly what I said, just from an (apparently) positive perspective,* increases my concern that it's true.</p><p></p><p>*I am assuming you think this is a <em>good</em> thing, whereas I don't. If that assumption is false, I apologize.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6713870, member: 6790260"] Yeah, I had a 4e game where something like this happened. It was an [I]enormous[/I] fight and if we hadn't blown all our "major" resources, people would've died (or at least rolled death saves--I only stayed standing because I was a Paladin, with survival abilities, and had [I]two[/I] leaders backing me up). I'd really rather not repeat that experience in any game system at any point in the [I]slightly[/I] near future. I can understand your issues--they are, in fact, the "other side"* of my criticism of 5e's "short" rest. I think it's ridiculous that any more-or-less enclosed space--like a dungeon, a fort, a cave, an enemy village/encampment, or just about anything an Adventuring Party might explore that isn't a huge and trackless forest--can house distinct encounters that are widely-separated enough that a group can just take an hour-long break and not either (a) alert the entire area, (b) allow their enemies to replenish their strength, or (c) both. As a result, the majority of dangerous places strike me as woefully inappropriate for 5e adventuring parties--you're almost guaranteed to bring the whole thing down on your head, and because 5e is a numbers game, that basically means you die. Of course, I haven't yet had a chance to see too much of this in action, but it's a major concern. The fact that you've voiced (essentially) exactly what I said, just from an (apparently) positive perspective,* increases my concern that it's true. *I am assuming you think this is a [I]good[/I] thing, whereas I don't. If that assumption is false, I apologize. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
How many combats does your 5e group typically have between long rests, if you have at least one?
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