I'll bite....how?I legit solved this problem and am super happy with it.
I'll bite....how?I legit solved this problem and am super happy with it.
After all these years, I can't (and probably won't) get away from a long rest being like slleping after a days work, getting up and being ready to work again.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.
Gygaxian D&D didn't have a strict balance paradigm per se, but it is a fact that the D&D Next playtest was built around making a trek through the Caves of Chaos or a similar classic Dungeon Crawl a balanced experience thwt would work. Thing is, 5E does this while keeping a lot of 3E/4E superpowers that allow for Novas, that weren't necessarily a thing in AD&D.People keep saying that, but it simply wasn't true. I've been playing since 1983 and my first experience with PC power having to be distributed over multiple encounters per day started with 5e.
The books actuay auggest that adversaries be clever and reactionary in a potentially very mean Gygaxian way, both the core books and Adventures with specific advice on responses in a given Dungeon.I don't know where you get this from. The books don't tell the DMs to have monsters wait patiently. This particular issue is a DM issue, not a game issue.
Interesting, how do you accumulate the power to cast a big spell out of combat, say a teleport at the beginning of the day to get where you are going?There's also the issue that attrition-based adventuring is boring. I want encounters to be (somewhat) dangerous in and of themselves, not just speed bumps where the challenge is to see how few resources I can spend dealing with them.
While I haven't had the opportunity to actually play it yet, I like Draw Steel's solution in theory. The only real daily* resource there are your recoveries, which are what you spend to heal up during and in between encounters. Other than that you have Signature abilities (at-wills) and Heroic abilities, which cost X heroic resources to use. Heroic resources are accumulated during combat, so basically you have to "charge up" in order to do the cool stuff. In addition, after every encounter you get a Victory (or sometimes two if it's a particularly tough one), and at the start of each encounter you get extra heroic resources equal to your Victories. This creates a "push your luck" tension, where you get more powerful throughout the adventuring "day", but at the same time you're running low on recoveries. When you take a Respite (which is a period of at least 24 hours of good rest in a safe place like a village, not just making camp for the night) you recover all damage and recoveries, convert your Victories to XP, and can do a respite activity which can be things like crafting, research, replacing certain class features, and so on.
* Not really daily but serving the same purpose.
The other wider solution to this is a move away from static dungeon crawling that leaves timing entirely at the players whim and a move towards, mysteries, heists, city crawls, event based adventure etc. What I would call modern adventuring.
Secondly - design boss encounters to be a challenge to PCs at their peak. Assume they will have their highest level spells, action surge and limited use powers. Train players not to splurge limited use powers on lead-up encounters.
Either of these two things help. In combination the resting problem is then solved.
Interesting, how do you accumulate the power to cast a big spell out of combat, say a teleport at the beginning of the day to get where you are going?
You’re right—D&D’s flexibility wasn’t accidental. It was a deliberate choice to stay ambiguously neutral, refusing to pick a lane so it could appeal to the widest possible audience. The result is a self-inflicted wound that never heals.Really its because D&D has to accommodate so many playstyles it cant pick a lane. When it does, things tend to get incendiary one way or the other. I think the modular concepts of the design were supposed to allow folks to lean in, meaning the foundation had to be flexible. Turned out the modular set pieces never needed to materialize becasue folks are making the game work on their own (and buying the crap out of it anyways).
Thank you.Any "in combat" ability that costs Heroic Resources you can use once per "respite" (or again once you gain more Victories). Stuff like "teleport back to a place we've been" is a simple fictional permission ability a L3 elementalist can use at the end of a respite.
You don't. You mainly don't have strategic magic like that except as class features or magic items. For example, a 3rd level (out of 10) Void elementalist gets:Interesting, how do you accumulate the power to cast a big spell out of combat, say a teleport at the beginning of the day to get where you are going?
I had a game where I asked the players if they wanted to ban Tiny hut in this short series of adventurers I was doing. They decided to play it straight up. Even used it once for a pretty solid ambush.I banned hut, rope trick and more.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.