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Is 5e Heroic, or SUPER-heroic?
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<blockquote data-quote="Scott Christian" data-source="post: 8077092" data-attributes="member: 6901101"><p>I do not. What I have (which I stated earlier) is a logical conclusion. I gave a list of the evidence that leans towards this. Not everything has clear and precise evidence. Sometimes, in fact most times, people need to draw conclusions. True non-biased evidence is rare. In fact it is rarer than the amount of groups that have long adventuring days. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p>And again, I did not say anything about good or bad. There is no "fault." I made the case that more groups play short adventuring days. That was it. Then I clearly stated there is no right or wrong way. You seem to think it is wrong. I respect your opinion, but do not agree with it.</p><p></p><p></p><p>There is not a problem here. You want gritty, use it. You want short adventuring days, use it. I think we can agree there are hundreds of ways to DM and make it more difficult for the PC's. 99% of them do not include how you do rests. All I have to do is increase the DC of a monster they encounter. Add exhaustion due to clime. Add traps. Have magic that suppresses powers. Use resistance or magic resistance to the bad guys. etc. I mean, it's still pretty easy to get a TPK even when all PC's are at full strength. DM's don't need the gritty rule.</p><p>And again, there is no problem. I have never said there was a problem. I merely stated that my conclusion is shorter adventuring days are more common than long ones. </p><p></p><p></p><p>There is no rule of the game for rests, outside of what a short and long rest provide players. The others you refer to are called "guidelines." They are there to help a DM, and in my experience, usually a novice DM, guide them through an adventure. They are no more of a rule than the amount of magic items a DM should hand out. Some DM's hand out a lot, some little. Again, no right or wrong here.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8077092, member: 6901101"] I do not. What I have (which I stated earlier) is a logical conclusion. I gave a list of the evidence that leans towards this. Not everything has clear and precise evidence. Sometimes, in fact most times, people need to draw conclusions. True non-biased evidence is rare. In fact it is rarer than the amount of groups that have long adventuring days. ;) And again, I did not say anything about good or bad. There is no "fault." I made the case that more groups play short adventuring days. That was it. Then I clearly stated there is no right or wrong way. You seem to think it is wrong. I respect your opinion, but do not agree with it. There is not a problem here. You want gritty, use it. You want short adventuring days, use it. I think we can agree there are hundreds of ways to DM and make it more difficult for the PC's. 99% of them do not include how you do rests. All I have to do is increase the DC of a monster they encounter. Add exhaustion due to clime. Add traps. Have magic that suppresses powers. Use resistance or magic resistance to the bad guys. etc. I mean, it's still pretty easy to get a TPK even when all PC's are at full strength. DM's don't need the gritty rule. And again, there is no problem. I have never said there was a problem. I merely stated that my conclusion is shorter adventuring days are more common than long ones. There is no rule of the game for rests, outside of what a short and long rest provide players. The others you refer to are called "guidelines." They are there to help a DM, and in my experience, usually a novice DM, guide them through an adventure. They are no more of a rule than the amount of magic items a DM should hand out. Some DM's hand out a lot, some little. Again, no right or wrong here. [/QUOTE]
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