Lanefan
Victoria Rules
Honestly curious as to the bolded - how so? Can you explain what limits attrition-based play imposes?It's the difference between "attrition-based" and "attrition exists" Attrition-based gameplay limits storytelling options.
Honestly curious as to the bolded - how so? Can you explain what limits attrition-based play imposes?It's the difference between "attrition-based" and "attrition exists" Attrition-based gameplay limits storytelling options.
Until said wizard ran out of darts...At least the wizard always had darts to throw after they spent their 2 spells per day!
Yeah, at that point they're almost as useful as bards!Until said wizard ran out of darts...![]()
Mysteries, stories where every fight matters, city-based stories, stories about travel that aren't about danger but occasionally involve action.Honestly curious as to the bolded - how so? Can you explain what limits attrition-based play imposes?
Because it requires resources being spent it chunks.Honestly curious as to the bolded - how so? Can you explain what limits attrition-based play imposes?
Which is why I use the alternate rest rules. It typically takes a few days to solve the mystery with multiple encounters between.Mysteries, stories where every fight matters, city-based stories, stories about travel that aren't about danger but occasionally involve action.
Basically any story where combat is something that won't happen multiple times in a day doesn't work if combat is only interesting if attrition happens first. Or you have boring combat.
It's not hard to solve, but the existence of a solution proves the existence of the problem in the first place.Which is why I use the alternate rest rules. It typically takes a few days to solve the mystery with multiple encounters between.
The gritty rest rules are a variant in the DMG.It's not hard to solve, but the existence of a solution proves the existence of the problem in the first place.
Honestly I haven't really seen 5MWD in actual play - if there are multiple encounters in day often enough that players don't assume they can rest after every fight, they'll get into the habit of conserving resources.
BUT once the habit of 5MWD is set in, it can be very hard to dislodge it. Players who realize they're much more effective playing that way will want to play that way. And technically they're right: it is the most effective way to play, even if it doesn't make narrative sense and makes the game less fun.
I do 4-10 fights with the gritty rest rules, and 2 of the players that are also DMs said after experiencing it they decided to use it for their own games because they liked it so much better.The 5 mwd is easy to counter.
1) Assure the players that there will be 6 to 8 encounters per day.
2) Random encounters will have a chance to occur after the first two short rests until the 6-8 encounters happened.
3) random encounters do not count toward the number of foes in an adventure, do not provide meaningful treasure and do not give any exp.
4) random encounters migjt, can and will provoke a TPK if players are out of resources.
5) some "adventure" fights are worth more than one encounters, random always count as one and only one encounter. No matter the difficulty.
At first, some players will balk at these notions. After a few games, they will get the picture and go for the attrition style of play. And after a campaign, they might not want to hear of any other type of campaign like my players do.