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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Sadras" data-source="post: 7759709" data-attributes="member: 6688277"><p>Despite the fact that I have not read the 4e DMG2, I was already thinking along these lines in my 5e game where the party will soon be travelling large distances (Chapter 3 in Storm King's Thunder) and I wanted to include a skill type challenge to represent the dangers and resource-tax effect of exploration as opposed to rolling for random encounters.</p><p></p><p>Where success in the skill challenge could be earned or advantage gained in the checks via the expenditure of short or long rest class features, Hit Dice and even Inspiration Points that can via the narrative match up to the challenge. This is further helped (in my game) only because I have hitched the recharging of resources to the exhaustion mechanic, so expending short or long rest class features is risky/costly.</p><p>So I'm very much utilising this 4e idea in our 5e game.</p><p></p><p>I think in 5e it is particularly important for the DM/table to decide on the workings of the rest mechanic as that more than any of the other factors (MCing, Feats, Magical Items, high ability scores) impacts the encounter building (combat or otherwise) as well as difficulty.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7759709, member: 6688277"] Despite the fact that I have not read the 4e DMG2, I was already thinking along these lines in my 5e game where the party will soon be travelling large distances (Chapter 3 in Storm King's Thunder) and I wanted to include a skill type challenge to represent the dangers and resource-tax effect of exploration as opposed to rolling for random encounters. Where success in the skill challenge could be earned or advantage gained in the checks via the expenditure of short or long rest class features, Hit Dice and even Inspiration Points that can via the narrative match up to the challenge. This is further helped (in my game) only because I have hitched the recharging of resources to the exhaustion mechanic, so expending short or long rest class features is risky/costly. So I'm very much utilising this 4e idea in our 5e game. I think in 5e it is particularly important for the DM/table to decide on the workings of the rest mechanic as that more than any of the other factors (MCing, Feats, Magical Items, high ability scores) impacts the encounter building (combat or otherwise) as well as difficulty. [/QUOTE]
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