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General Tabletop Discussion
*Pathfinder & Starfinder
Ramping Up 1/day Encounter Difficulty
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<blockquote data-quote="CapnZapp" data-source="post: 4994891" data-attributes="member: 12731"><p>To actually answer the OP... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /></p><p></p><p>No. I haven't seen any official discussion regarding this at all, despite how all-encompassing the problem really is.</p><p></p><p>My best advice is simply to use (possibly a variation of) the Tweet rule. In other words, make it so that the PCs don't get all their APs, Dailies and surges renewed after every fight, regardless of how many in-game days pass by.</p><p></p><p>Sure, you can experiment with upping the level of the encounters too, but this will probably lead to both good and not so good results. (Meaning that some level+4 encounters will be great. Others will be merely boring. And once in a while, you'll have one that threatens a TPK). <em>Especially</em> when you decide you don't want more monsters, but individuals of higher level - the game responds particularly poorly to Soldiers, Elites, and Solos that are of higher level than the PCs.</p><p></p><p>The basic fact is that encounters with more or stronger foes take longer time to resolve. I see no reason why the passing of in-game days should force you to use slower encounters.</p><p></p><p><strong>So the final analysis is this:</strong> the game is designed around the multiple-encounters-a-day workload. A.k.a. the dungeon.</p><p></p><p>So the solution that works best in most cases simply is to treat your adventure like a series of encounters with no (reliable) way of taking an extended rest in-between (and then repeat for the next string of encounters). The Tweet house-rule is one way of accomplishing this. Stating outright "you can't relax until you've vanquished the three Dragons of Doom" would be another. <em>The important thing is to allow the players some modicum of control over when and where they can rest.</em> The Tweet rule writes this right into the rule, in a meta-game way (the players know when they can rest, the PCs don't). Whatever rule you use, at least consider telling the players (or their PCs). In my example, you're telling the players "plan for at least the three Doom Dragon encounters - more if you're unlucky or unskilled - before the next extended rest".</p><p></p><p>Allowing the players to plan for the next extended rest is essential to the game's core resource management, and so you should think hard about not providing any hints as to when/how the PCs may come about an extended rest.</p><p></p><p>Of course, it is possible to tie extended rests to days; any adventure that says "you have three days 'til the princess is executed" really means to say "this adventure is balanced around the PCs getting about 3 extended rests". With the PCs and their players in control of when those rests will take place. It's just that being forced to do this <em>every time</em> if you dislike house rules is one of 4E's biggest flaws.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4994891, member: 12731"] To actually answer the OP... :o No. I haven't seen any official discussion regarding this at all, despite how all-encompassing the problem really is. My best advice is simply to use (possibly a variation of) the Tweet rule. In other words, make it so that the PCs don't get all their APs, Dailies and surges renewed after every fight, regardless of how many in-game days pass by. Sure, you can experiment with upping the level of the encounters too, but this will probably lead to both good and not so good results. (Meaning that some level+4 encounters will be great. Others will be merely boring. And once in a while, you'll have one that threatens a TPK). [I]Especially[/I] when you decide you don't want more monsters, but individuals of higher level - the game responds particularly poorly to Soldiers, Elites, and Solos that are of higher level than the PCs. The basic fact is that encounters with more or stronger foes take longer time to resolve. I see no reason why the passing of in-game days should force you to use slower encounters. [B]So the final analysis is this:[/B] the game is designed around the multiple-encounters-a-day workload. A.k.a. the dungeon. So the solution that works best in most cases simply is to treat your adventure like a series of encounters with no (reliable) way of taking an extended rest in-between (and then repeat for the next string of encounters). The Tweet house-rule is one way of accomplishing this. Stating outright "you can't relax until you've vanquished the three Dragons of Doom" would be another. [I]The important thing is to allow the players some modicum of control over when and where they can rest.[/I] The Tweet rule writes this right into the rule, in a meta-game way (the players know when they can rest, the PCs don't). Whatever rule you use, at least consider telling the players (or their PCs). In my example, you're telling the players "plan for at least the three Doom Dragon encounters - more if you're unlucky or unskilled - before the next extended rest". Allowing the players to plan for the next extended rest is essential to the game's core resource management, and so you should think hard about not providing any hints as to when/how the PCs may come about an extended rest. Of course, it is possible to tie extended rests to days; any adventure that says "you have three days 'til the princess is executed" really means to say "this adventure is balanced around the PCs getting about 3 extended rests". With the PCs and their players in control of when those rests will take place. It's just that being forced to do this [I]every time[/I] if you dislike house rules is one of 4E's biggest flaws. [/QUOTE]
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