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Resource-Draining Model D&D Doesn't Work (for me)
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<blockquote data-quote="Fanaelialae" data-source="post: 7639199" data-attributes="member: 53980"><p>I don't see how you can avoid unhappy players in 5e, assuming that you have players who don't want to play it that way.</p><p></p><p>You have two major options in encounter design in 5e:</p><p>a) the standard (long) adventuring day, for the majority of which the long rest classes have the capacity to nova and save the party's bacon, even if it might be inadvisable in the long term;</p><p>b) fewer but tougher fights in which everyone is encouraged to go nova.</p><p></p><p>Maybe I'm missing something, but I don't see how it's avoidable short of banning long rest classes, playing a less resource driven game, or not playing with people who don't want to play that way.</p><p></p><p>You can discourage nova outside of emergencies by varying the length of your adventuring days to keep the players guessing, but for the majority of even a long day, the long rest classes will typically have a deeper well to draw upon.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7639199, member: 53980"] I don't see how you can avoid unhappy players in 5e, assuming that you have players who don't want to play it that way. You have two major options in encounter design in 5e: a) the standard (long) adventuring day, for the majority of which the long rest classes have the capacity to nova and save the party's bacon, even if it might be inadvisable in the long term; b) fewer but tougher fights in which everyone is encouraged to go nova. Maybe I'm missing something, but I don't see how it's avoidable short of banning long rest classes, playing a less resource driven game, or not playing with people who don't want to play that way. You can discourage nova outside of emergencies by varying the length of your adventuring days to keep the players guessing, but for the majority of even a long day, the long rest classes will typically have a deeper well to draw upon. [/QUOTE]
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