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How to Break 5E
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<blockquote data-quote="I'm A Banana" data-source="post: 6686362" data-attributes="member: 2067"><p>I think there's a bit of Older-Edition-Itis going on with some of the encounter pacing at certain tables. In 3e, at a lot of tables, you pretty much had to max out your party's output in each encounter (attrition wasn't so much a thing after your first <em>wand of cure light wounds</em>), encouraging a "One Deadly Encounter Then Rest Then Again" kind of pacing. 4e embraced the encounter-based design almost explicitly and there wasn't much attrition that happened between encounters, so again, one big encounter would be enough. </p><p></p><p>5e harkens back to earlier editions in this regard: you don't need to fight an enemy at the top of your danger curve to have an adequate threat. Resting should be a <em>hard decision</em> the party makes, and the 6-8 encounter model allows that to happen. It's much more possible to have a slow burn, a building threat, an adventuring day where you <em>build up to a climax</em>, and you feel it in your dwindling resources. </p><p></p><p>5e doesn't stop you from doing the one-big-boom-and-done thing (which I think is a testament to its flexibility!), and as long as you're using up your daily XP budget, you should be fine, challenge-wise (and even if you're not, that doesn't mean it wasn't challenging!). However, it encourages the game to be about more than a string of very difficult encounters, allowing for a diversity and pacing and dynamic flow that I really appreciate as a DM and a player.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6686362, member: 2067"] I think there's a bit of Older-Edition-Itis going on with some of the encounter pacing at certain tables. In 3e, at a lot of tables, you pretty much had to max out your party's output in each encounter (attrition wasn't so much a thing after your first [I]wand of cure light wounds[/I]), encouraging a "One Deadly Encounter Then Rest Then Again" kind of pacing. 4e embraced the encounter-based design almost explicitly and there wasn't much attrition that happened between encounters, so again, one big encounter would be enough. 5e harkens back to earlier editions in this regard: you don't need to fight an enemy at the top of your danger curve to have an adequate threat. Resting should be a [I]hard decision[/I] the party makes, and the 6-8 encounter model allows that to happen. It's much more possible to have a slow burn, a building threat, an adventuring day where you [I]build up to a climax[/I], and you feel it in your dwindling resources. 5e doesn't stop you from doing the one-big-boom-and-done thing (which I think is a testament to its flexibility!), and as long as you're using up your daily XP budget, you should be fine, challenge-wise (and even if you're not, that doesn't mean it wasn't challenging!). However, it encourages the game to be about more than a string of very difficult encounters, allowing for a diversity and pacing and dynamic flow that I really appreciate as a DM and a player. [/QUOTE]
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