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Resource-Draining Model D&D Doesn't Work (for me)
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<blockquote data-quote="Flamestrike" data-source="post: 7639183" data-attributes="member: 6788736"><p>You dont have to shoehorn in 6 encounters per day.</p><p></p><p>You have some (encounter) days with 1 encounter, and some with 6 or even more. Some encounters are moderate, some are hard or even deadly. Some come in waves. Some days you'll have ample opportunity to short rest several times; some days you might struggle to have time for a single short rest.</p><p></p><p>The advantage there is that on the days with multiple encounters and multiple short rests, the Fighters, Warlocks and Monks shine. On short (1 encounter) adventuring days, the Paladins, Barbarians and Casters shine.</p><p></p><p>Rather than focus on the chore and negativity of the resource management role of the DM; I look at it as boon. You (as DM) have your hands on a couple of different sets of dials to play around with class balance and encounter difficulty.</p><p></p><p>If the Fighter is getting outshone, give them a Doom clocked dungeon level to deal with, with several rooms, each with encounters, and time for several short rests (but not enough time for a long rest). If the inverse is true and the Fighter is kicking backside, give the party more days of single encounter days.</p><p></p><p>Finally; remember an adventuring day doesnt have to be a day either. If you lengthen the time required to Long rest (Gritty realism makes it a whole week) your adventuring 'days' are often literally a whole month or more.</p><p></p><p>Pretty sure you can get half a dozen encounters in over a month.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7639183, member: 6788736"] You dont have to shoehorn in 6 encounters per day. You have some (encounter) days with 1 encounter, and some with 6 or even more. Some encounters are moderate, some are hard or even deadly. Some come in waves. Some days you'll have ample opportunity to short rest several times; some days you might struggle to have time for a single short rest. The advantage there is that on the days with multiple encounters and multiple short rests, the Fighters, Warlocks and Monks shine. On short (1 encounter) adventuring days, the Paladins, Barbarians and Casters shine. Rather than focus on the chore and negativity of the resource management role of the DM; I look at it as boon. You (as DM) have your hands on a couple of different sets of dials to play around with class balance and encounter difficulty. If the Fighter is getting outshone, give them a Doom clocked dungeon level to deal with, with several rooms, each with encounters, and time for several short rests (but not enough time for a long rest). If the inverse is true and the Fighter is kicking backside, give the party more days of single encounter days. Finally; remember an adventuring day doesnt have to be a day either. If you lengthen the time required to Long rest (Gritty realism makes it a whole week) your adventuring 'days' are often literally a whole month or more. Pretty sure you can get half a dozen encounters in over a month. [/QUOTE]
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