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<blockquote data-quote="hong" data-source="post: 4120342" data-attributes="member: 537"><p>It is limiting in the following ways:</p><p></p><p>1) It forces every encounter into the straitjacket of having a certain number of encounters per day. Some adventures, notably the stereotypical dungeon crawl, fit this pattern. Many others do not.</p><p></p><p>2) If this straitjacket is not used, some classes can very easily grab the spotlight.</p><p></p><p>3) If the straitjacket is used, early fights require players to artificially limit themselves from using their best abilities, or are simply too easy to be interesting.</p><p></p><p>4) Facing players unwilling to conform to this limit, the DM has to resort to metagaming to make them toe the line (random encounters that magically disappear when all resources are used up, punishing smart use of rope trick, etc).</p><p></p><p>All these issues stem from how the 4 encounters/day paradigm conflates class balance and adventure pacing. Hence the logical solution is to treat these as separate.</p></blockquote><p></p>
[QUOTE="hong, post: 4120342, member: 537"] It is limiting in the following ways: 1) It forces every encounter into the straitjacket of having a certain number of encounters per day. Some adventures, notably the stereotypical dungeon crawl, fit this pattern. Many others do not. 2) If this straitjacket is not used, some classes can very easily grab the spotlight. 3) If the straitjacket is used, early fights require players to artificially limit themselves from using their best abilities, or are simply too easy to be interesting. 4) Facing players unwilling to conform to this limit, the DM has to resort to metagaming to make them toe the line (random encounters that magically disappear when all resources are used up, punishing smart use of rope trick, etc). All these issues stem from how the 4 encounters/day paradigm conflates class balance and adventure pacing. Hence the logical solution is to treat these as separate. [/QUOTE]
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