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General Tabletop Discussion
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How many encounters per day is YOUR average?
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<blockquote data-quote="Cap'n Kobold" data-source="post: 8406700" data-attributes="member: 6802951"><p>Ah. Yep. Apparently I can't tell the difference between gwf and gwm.</p><p></p><p></p><p>In that post. </p><p>In a different post you then stated that the classes were combat balanced for short adventuring days, and reacted extremely unpleasantly when someone pointed out that their experiences did not match up to <em>that </em>statement.</p><p></p><p></p><p>The example wizard dumped all of their highest-level spell slots into AoE damage spells in the first three rounds of the combat, then followed up with a slot of their next lowest on the last round. Those are all long rest resources, and they chose to dump them when they wanted to.</p><p>Even if they only caught three enemies in those AoEs, they're doing <em>twice </em>the damage of the fighter <em>while maintaining better defences</em>. </p><p></p><p>Of course, in a <em>later </em>fight that day, after a short rest, the fighter will be performing the same as they did on that first fight, whereas the wizard will probably be doing less than half the total damage they did on the first fight. </p><p>The fight after the second short rest of the day, the fighter will perform the same as they did on the first again. However the wizard will be down to cantrips, and so the fighter will be catching up to them.</p><p></p><p>So I have to disagree with you: the class based on long rest resources improves a <em>lot </em>with consistently fewer encounters. </p><p>As maths goes, its pretty basic, but it is also borne out by my experience with one-shots and AL modules.</p><p></p><p></p><p>No, short adventuring days with few or no short rests hurt classes with short rest resource ability classes. Inconsistent and long adventuring days hurt long rest classes more than short rest classes, because they have to be more careful about budgeting.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 8406700, member: 6802951"] Ah. Yep. Apparently I can't tell the difference between gwf and gwm. In that post. In a different post you then stated that the classes were combat balanced for short adventuring days, and reacted extremely unpleasantly when someone pointed out that their experiences did not match up to [I]that [/I]statement. The example wizard dumped all of their highest-level spell slots into AoE damage spells in the first three rounds of the combat, then followed up with a slot of their next lowest on the last round. Those are all long rest resources, and they chose to dump them when they wanted to. Even if they only caught three enemies in those AoEs, they're doing [I]twice [/I]the damage of the fighter [I]while maintaining better defences[/I]. Of course, in a [I]later [/I]fight that day, after a short rest, the fighter will be performing the same as they did on that first fight, whereas the wizard will probably be doing less than half the total damage they did on the first fight. The fight after the second short rest of the day, the fighter will perform the same as they did on the first again. However the wizard will be down to cantrips, and so the fighter will be catching up to them. So I have to disagree with you: the class based on long rest resources improves a [I]lot [/I]with consistently fewer encounters. As maths goes, its pretty basic, but it is also borne out by my experience with one-shots and AL modules. No, short adventuring days with few or no short rests hurt classes with short rest resource ability classes. Inconsistent and long adventuring days hurt long rest classes more than short rest classes, because they have to be more careful about budgeting. [/QUOTE]
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