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My tweak to make (Champion) Fighters decent
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<blockquote data-quote="Flamestrike" data-source="post: 7122457" data-attributes="member: 6788736"><p>Managing the adventuring day is not a question of 'RAW' or 'the designers not using their own suggestions'.</p><p></p><p>The RAW is <strong>not </strong>'you must use 6-8 encounter adventuring days with 2-3 short rests.' Thats just the point at which the game mechanically balances. There is no 'RAW' that makes the game play that way (unlike 4th edition, which forced the [Encounter/ Daily] paradigm on you).</p><p></p><p>Really mate, its up to individual DMs (you in this case) to police the Adventuring day as you see fit. You (the DM) have your hands on both the 'encounters per long rest' and 'short rests per encounter' dials. If you want more (or less) encounters, dial them in. If you want more (or fewer) rests, dial them in.</p><p></p><p>Same deal with the designers. They leave it up to the DM. I mean; you could be using the rest variants from the DMG for all they know, or you might <em>not </em>want multiple encounters per adventuring day (or you could want more).</p><p></p><p>Note that <u>all </u>the published adventures feature large 'zoomed out' areas of the underdark, or overland travel, where the PCs are basically wandering about to get to actual adventure locales; most of tht 'travel time' is fastworded via montage, and any encounters that do happen, are around the 0-2 encounter mark. </p><p></p><p>Those AP's also feature several smaller 'zoomed in' areas (lairs, flaying castles, keeps, ruins, cult HQ's, dungeons, forests with several trails and clearings etc) which feature several encounters, designed to be done in a single adventuring day.</p><p></p><p>Youre not supposed to tackle 1-3 rooms of Tiamats flying castle, or the Fire Elemental Cult HQ, fall back to long rest, and then assault it again the next morning. That only happens if the DM lets it happen (he's cool with the 5 minute AD). The game however doesnt mandate this behaviour because (for some DMs) the 5 minute adventuring day is how they want to run their game.</p><p></p><p>S'mon for example has stated (in this thread) that he prefers the 5 minute adventuring day, and runs his campaign that way (he's claimed more than a few times that he only ever has around 1 encounter per day, and he prefers it this way).</p><p></p><p>Mandating 6-8 encounters every day in the RAW means he couldnt play the game that way.</p><p></p><p>TL;DR - its up to individual DMs how they choose to police the adventuring day, and how they handle resource replenishment be their players (healing rate and spell slot /class feature recovery). Its the first thing most DMs houserule and the the most common rules variants (slower healing, gritty realism, or more heroic 5 minute short resting). If you're happy with them hitting every encounter at full strength, then have fun. Just bear in mind the mechanical effect it has on class balance, encounter difficulty and swingyness (chance of a TPK).</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7122457, member: 6788736"] Managing the adventuring day is not a question of 'RAW' or 'the designers not using their own suggestions'. The RAW is [B]not [/B]'you must use 6-8 encounter adventuring days with 2-3 short rests.' Thats just the point at which the game mechanically balances. There is no 'RAW' that makes the game play that way (unlike 4th edition, which forced the [Encounter/ Daily] paradigm on you). Really mate, its up to individual DMs (you in this case) to police the Adventuring day as you see fit. You (the DM) have your hands on both the 'encounters per long rest' and 'short rests per encounter' dials. If you want more (or less) encounters, dial them in. If you want more (or fewer) rests, dial them in. Same deal with the designers. They leave it up to the DM. I mean; you could be using the rest variants from the DMG for all they know, or you might [I]not [/I]want multiple encounters per adventuring day (or you could want more). Note that [U]all [/U]the published adventures feature large 'zoomed out' areas of the underdark, or overland travel, where the PCs are basically wandering about to get to actual adventure locales; most of tht 'travel time' is fastworded via montage, and any encounters that do happen, are around the 0-2 encounter mark. Those AP's also feature several smaller 'zoomed in' areas (lairs, flaying castles, keeps, ruins, cult HQ's, dungeons, forests with several trails and clearings etc) which feature several encounters, designed to be done in a single adventuring day. Youre not supposed to tackle 1-3 rooms of Tiamats flying castle, or the Fire Elemental Cult HQ, fall back to long rest, and then assault it again the next morning. That only happens if the DM lets it happen (he's cool with the 5 minute AD). The game however doesnt mandate this behaviour because (for some DMs) the 5 minute adventuring day is how they want to run their game. S'mon for example has stated (in this thread) that he prefers the 5 minute adventuring day, and runs his campaign that way (he's claimed more than a few times that he only ever has around 1 encounter per day, and he prefers it this way). Mandating 6-8 encounters every day in the RAW means he couldnt play the game that way. TL;DR - its up to individual DMs how they choose to police the adventuring day, and how they handle resource replenishment be their players (healing rate and spell slot /class feature recovery). Its the first thing most DMs houserule and the the most common rules variants (slower healing, gritty realism, or more heroic 5 minute short resting). If you're happy with them hitting every encounter at full strength, then have fun. Just bear in mind the mechanical effect it has on class balance, encounter difficulty and swingyness (chance of a TPK). [/QUOTE]
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