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Resource-Draining Model D&D Doesn't Work (for me)
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<blockquote data-quote="Nevvur" data-source="post: 7637557" data-attributes="member: 6783882"><p>@<em><strong><u><a href="https://www.enworld.org/forum/member.php?u=42040" target="_blank">Retreater</a></u></strong></em></p><p></p><p>Learn another system, teach your players, and don't look back. </p><p></p><p>Okay, that's the reply no one wants, but needs be offered lest we become too narrow minded in this DnD dedicated forum. Truth is I've experienced it, too, and I'm not about to learn a new system, either. You should spend a hot minute considering it, though, because resource management isn't just a key mechanic of DnD, it's the heart and soul of the system.</p><p></p><p>I've seen a few good ideas pitched already, many of them I've experimented with and can attest will edge you closer to what I think you want.</p><p></p><p>2-4 combats at higher difficulty will probably serve your needs well. Back-to-back combats with some minor narrative handling to bridge them is another approach. Enemy reinforcements arrive, the boss transforms into its true form, etc. Be careful about combining higher difficulty standards and back-to-back combats!</p><p></p><p> @<em><strong><u><a href="https://www.enworld.org/forum/member.php?u=6681906" target="_blank">Xaelvaen</a></u></strong></em> recommends glass cannons. You can take it a step further and use 4e-style mooks. Regular monsters with 1 HP. Maybe not your DMing style, but they can serve a purpose. I've only ever used them in milestone XP campaigns where tracking individual kills isn't important. </p><p></p><p>On that note, consider going to milestone XP. For reasons.</p><p></p><p>Finally, @<em><strong><u><a href="https://www.enworld.org/forum/member.php?u=6919838" target="_blank">5ekyu</a></u></strong></em> touched on one of my favorite methods of handling the problem, which is to feature more encounters where resource management - primarily HP attrition - is not the sole mode of engagement.</p></blockquote><p></p>
[QUOTE="Nevvur, post: 7637557, member: 6783882"] @[I][B][U][URL="https://www.enworld.org/forum/member.php?u=42040"]Retreater[/URL][/U][/B][/I] Learn another system, teach your players, and don't look back. Okay, that's the reply no one wants, but needs be offered lest we become too narrow minded in this DnD dedicated forum. Truth is I've experienced it, too, and I'm not about to learn a new system, either. You should spend a hot minute considering it, though, because resource management isn't just a key mechanic of DnD, it's the heart and soul of the system. I've seen a few good ideas pitched already, many of them I've experimented with and can attest will edge you closer to what I think you want. 2-4 combats at higher difficulty will probably serve your needs well. Back-to-back combats with some minor narrative handling to bridge them is another approach. Enemy reinforcements arrive, the boss transforms into its true form, etc. Be careful about combining higher difficulty standards and back-to-back combats! @[I][B][U][URL="https://www.enworld.org/forum/member.php?u=6681906"]Xaelvaen[/URL][/U][/B][/I] recommends glass cannons. You can take it a step further and use 4e-style mooks. Regular monsters with 1 HP. Maybe not your DMing style, but they can serve a purpose. I've only ever used them in milestone XP campaigns where tracking individual kills isn't important. On that note, consider going to milestone XP. For reasons. Finally, @[I][B][U][URL="https://www.enworld.org/forum/member.php?u=6919838"]5ekyu[/URL][/U][/B][/I] touched on one of my favorite methods of handling the problem, which is to feature more encounters where resource management - primarily HP attrition - is not the sole mode of engagement. [/QUOTE]
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