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Resource-Draining Model D&D Doesn't Work (for me)
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<blockquote data-quote="Blue" data-source="post: 7637635" data-attributes="member: 20564"><p>The first work around is not bashing, just a truth: pick a different system that does not strongly have attrition required as a balance point in the game. There are a lot of great games out there, and finding one that fits your table is a good thing.</p><p></p><p>This really isn't a bash - I love 5e. I'm just not closed to other games to meet other needs.</p><p></p><p>A work around in 5e is to use one of the D&D variant to change the period of rests. If a short rest is overnight and a long rest is a week of down time, then your wearing down happens over a longer period of just meaningful encounters. Now, you may not get a long rest for several sessions - that's okay. I've run that and it works.</p><p></p><p>Oh, and for true trivial fights, ones that have to be there because it makes sense in the narrative but it's not going to eat up any long terms resources? Just montage them. Go around the table and have each player describe a cool thing they do in the battle to resolve it. 5 minutes tops, players get to have a bit of narrative control and everyone gets a minute of spotlight.</p><p></p><p>One thing that <strong>isn't</strong> a workaround is always throwing few, hard encounters. That's a recurring myth. There is a place for it, but not as a whole-campaign workaround because it doesn't work like that. There are a lot of long rest resources like spells that last for a full encounter, or have greater effect on either more enemies (area of effect spells) or more powerful enemies (crowd control - with only having 2 good saves of 6 you can still affect them even if more powerful). It also hurts short rest characters who if this was multiple encounters would have had a short rest int he middle and have their resources twice for it. It just plays havock with balance between the classes when used as the only model and a constant replacement for the design point.</p><p></p><p>Really, a good DM will vary up - sometimes throwing a few hard encounters, sometimes curb-stomp encounters a party ca really feel like heroes, some that they should consider running away from. Some adventuring "days" (weeks with that DMG variant) will be at the 6-8 recommend encounters, some less, <em>and some more</em>. </p><p></p><p>One fantastic memory I have as a player was we needed to hold off for a certain period of time and the DM pushed us past the end of our resources with a number of encounters. We got clever with consumables and such. Then another encounter and we really had to scrape the barrel to survive. And then a tough encounter, and we had such fear of death it was fantastic when we eventually triumphed. (D&D characters are hard to kill - you can push.)</p></blockquote><p></p>
[QUOTE="Blue, post: 7637635, member: 20564"] The first work around is not bashing, just a truth: pick a different system that does not strongly have attrition required as a balance point in the game. There are a lot of great games out there, and finding one that fits your table is a good thing. This really isn't a bash - I love 5e. I'm just not closed to other games to meet other needs. A work around in 5e is to use one of the D&D variant to change the period of rests. If a short rest is overnight and a long rest is a week of down time, then your wearing down happens over a longer period of just meaningful encounters. Now, you may not get a long rest for several sessions - that's okay. I've run that and it works. Oh, and for true trivial fights, ones that have to be there because it makes sense in the narrative but it's not going to eat up any long terms resources? Just montage them. Go around the table and have each player describe a cool thing they do in the battle to resolve it. 5 minutes tops, players get to have a bit of narrative control and everyone gets a minute of spotlight. One thing that [B]isn't[/B] a workaround is always throwing few, hard encounters. That's a recurring myth. There is a place for it, but not as a whole-campaign workaround because it doesn't work like that. There are a lot of long rest resources like spells that last for a full encounter, or have greater effect on either more enemies (area of effect spells) or more powerful enemies (crowd control - with only having 2 good saves of 6 you can still affect them even if more powerful). It also hurts short rest characters who if this was multiple encounters would have had a short rest int he middle and have their resources twice for it. It just plays havock with balance between the classes when used as the only model and a constant replacement for the design point. Really, a good DM will vary up - sometimes throwing a few hard encounters, sometimes curb-stomp encounters a party ca really feel like heroes, some that they should consider running away from. Some adventuring "days" (weeks with that DMG variant) will be at the 6-8 recommend encounters, some less, [I]and some more[/I]. One fantastic memory I have as a player was we needed to hold off for a certain period of time and the DM pushed us past the end of our resources with a number of encounters. We got clever with consumables and such. Then another encounter and we really had to scrape the barrel to survive. And then a tough encounter, and we had such fear of death it was fantastic when we eventually triumphed. (D&D characters are hard to kill - you can push.) [/QUOTE]
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