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Potential Consequences of using the 3e Resting Rules
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<blockquote data-quote="Tony Vargas" data-source="post: 7255512" data-attributes="member: 996"><p>Sounds like all the more reason to use narrative pacing to give you more latitude in meshing the three timelines...</p><p></p><p> That sounds odd. I've rarely seen multiple adventuring days covered in a single session. Do you have a lot of 5MWDs? </p><p></p><p> Trying to keep three timelines consistent when you play one exclusively for days on end could be a problem, yes, I can clearly see that. I can't see how overnight healing, let alone HD, make it worse, though....</p><p></p><p>It seems to me that downtime days would do the job, too. When one group 'gets ahead,' the others make it up in downtime?</p><p></p><p>Settling on a single pacing is problematic. Varying pacing with the circumstances, or 'narrative pacing' with the story, are ways to address it that seem practical.</p><p></p><p>The only other alternative I can think of is completely re-balancing the classes & encounter guidelines to make day length irrelevant (abandoning the 'attrition model' and relying on encounter balance, alone, would be the extreme form of that - but D&D never has gone there, no not even 4e, not even close) - I know that kind of game can work because the last ed of Gamma World was done that way, and I've run and played in some very successful campaigns of it - and tracking days became quite irrelevant, they mattered to travel times and little else, so time flowed with the story, not with the mechanics. FWIW ( I don't think you'd want to attempt that).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7255512, member: 996"] Sounds like all the more reason to use narrative pacing to give you more latitude in meshing the three timelines... That sounds odd. I've rarely seen multiple adventuring days covered in a single session. Do you have a lot of 5MWDs? Trying to keep three timelines consistent when you play one exclusively for days on end could be a problem, yes, I can clearly see that. I can't see how overnight healing, let alone HD, make it worse, though.... It seems to me that downtime days would do the job, too. When one group 'gets ahead,' the others make it up in downtime? Settling on a single pacing is problematic. Varying pacing with the circumstances, or 'narrative pacing' with the story, are ways to address it that seem practical. The only other alternative I can think of is completely re-balancing the classes & encounter guidelines to make day length irrelevant (abandoning the 'attrition model' and relying on encounter balance, alone, would be the extreme form of that - but D&D never has gone there, no not even 4e, not even close) - I know that kind of game can work because the last ed of Gamma World was done that way, and I've run and played in some very successful campaigns of it - and tracking days became quite irrelevant, they mattered to travel times and little else, so time flowed with the story, not with the mechanics. FWIW ( I don't think you'd want to attempt that). [/QUOTE]
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