Charlaquin
Goblin Queen (She/Her/Hers)
How do you handle it?I legit solved this problem and am super happy with it.
How do you handle it?I legit solved this problem and am super happy with it.
And for those people, the 2014 DMG offered the (admittedly poorly named) “gritty realism” variant resting rules. Short rests take 24 hours, long rests take a week. Now your “adventuring day” is spread out over a week, and you can have your one or two combats a day and still have the game balance work as intended.Or that people just don't want to play that way (with lots of filler encounters that exist basically for attrition).
One thing that would likely help is making a long rest more like stopping at Rivendell for an extended period and less like taking a nap.
I'm now not seeing how a fighter's basic attack / at-wills are so unbalanced vs the fighter's alpha / Daily powers. What else is there besides action surge that would make the damage so high? I mean they get the extra attacks at level 5/11... but these are part of the basic attacks.He explains it in the thread. It means alpha strike vs at-wills. That is how the players play the game (alpha) vs how the designers assumed the players would play the game (at-will).
I mean, it does work without doing that. It just means the party will cream anything they come across. There is a choice between piling on Encounters and not having a challenge on a few focused Encounters...it give an easy difficulty know in practice, and most tables that aren't interested in attrition likely don't notice that they are in easy mode (like the Critical Role crew...the players domkmow.how stcked the odds are in their favor).Or that people just don't want to play that way (with lots of filler encounters that exist basically for attrition).
One thing that would likely help is making a long rest more like stopping at Rivendell for an extended period and less like taking a nap.
I knew this and said this for years now.Mearls helped design 5e and he crunches the numbers.
Oh, they did. It’s just that no one read the DMG. And when people quoted the DMG saying “look, it says right here you should have 6-8 combats per adventuring day,” no one believed it. They argued it was just a recommendation of how much a party can handle, not how much they need to be facing every day for combat to be balanced.
Shortening short rests balances things at least as well, IME, and add much less work in the sense of rebalancing spells (and other effects) clearly intended to last between short rests. I've never had any problem challenging the PCs in the 5e-ish games I've run--obviously, YMMV.And for those people, the 2014 DMG offered the (admittedly poorly named) “gritty realism” variant resting rules. Short rests take 24 hours, long rests take a week. Now your “adventuring day” is spread out over a week, and you can have your one or two combats a day and still have the game balance work as intended.
Actually 4e introduced it and 5e repurposed it.It’s because they introduced a new term that forced people to search for the context: Adventuring Day.
It means 6-8 combats with one or two short rests in between. Which the DMG explains. It doesn’t explain that combats are expected to take about 3 rounds, and it probably should, but all the rest of these assumptions were explicitly stated. A lot of people just… didn’t like those assumptions and decide to ignore them, and then complain that the game wasn’t balanced.Well what does that mean? It isn’t clear that’s the same as 20 rounds of combat.