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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: 7639389" data-attributes="member: 6788736"><p>We've been over this before, and I've told you and shown you before a billion times that you're wrong.</p><p></p><p>I can literally list every single freaking module they've brought out for 5E and show you how to implement doom clocks or environmental constraints on resting. They all have overarching Doom clocks, </p><p></p><p>HoTDQ starts out with several encounters over a single night, with a doom clock attached. There is then a break and you head to the Bandit camp, where you cant just 'nuke a room and fall back for a long rest' (plus; the Bandits are about to leave).</p><p></p><p>PoTA has you chased by freaking Drow. It contains several closed in areas of 6 or so encounters seperated by longer travel areas.</p><p></p><p>ToA has environmental constraints (lots of random encounters) a Doom clock, literally dozens of NPCs that want the PCs to do stuff for them (and those quests dont sit around forever) and (again) several closed in areas of several encounters (Camp Vengeance, Nangalore, Omu etc).</p><p></p><p>CoS has Strahd as the Doom Clock, and has several zoomed in encounter areas where you cant bugger off and rest. It even gives advice for having Strahd send monsters (or personally appear) if the PCs are mucking about.</p><p></p><p>PoTA has literally 4 x Death cults, working against each other armed with Elemental nukes as a Doom clock. It has several areas with several encounters closely packed in together. You cant exactly invade the Temple of Elemental Air, kill the inhabitants of 1 or 2 rooms, then leave to camp for the night before returning the following day to keep-on-a-killin.</p><p></p><p>All of those adventures feature several organisations (Red Wizards, Drow, Cultists of varying cults, the Flaming fist etc) led by smart and organised leadership, that are trying to do things (usually thwarting or competing with the PCs). They all also feature overarching Doom clocks, and areas where rest is all but impossible.</p><p></p><p>The adventure writers dont <strong>force </strong>the 6 encounter adventuring day on the DM or the players. They (correctly) leave it in the hands of the DM to manage within that conext.</p><p></p><p>Finally mate, I am trying to be polite hear so bear with me - I'm well aware from my prior dealings with you, that you dont make any effort as a DM to manage or police the adventuring day, tacitly allow the 5MWD and instead spend far more effort whining about the effects of your failings as a DM (encounter and class balance are wonky) on this (and other) internet forums.</p><p></p><p>Hilariously, seeing as your problems (encounter and class balance) are <strong>caused by your own refusal to police or manage the adventuring day</strong>, I suggest - as one DM to another - you instead devote the hundreds of hours you spend complaining about the game on the internet to instead improving that area of your DMing.</p><p></p><p>Your game will be much better for it.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7639389, member: 6788736"] We've been over this before, and I've told you and shown you before a billion times that you're wrong. I can literally list every single freaking module they've brought out for 5E and show you how to implement doom clocks or environmental constraints on resting. They all have overarching Doom clocks, HoTDQ starts out with several encounters over a single night, with a doom clock attached. There is then a break and you head to the Bandit camp, where you cant just 'nuke a room and fall back for a long rest' (plus; the Bandits are about to leave). PoTA has you chased by freaking Drow. It contains several closed in areas of 6 or so encounters seperated by longer travel areas. ToA has environmental constraints (lots of random encounters) a Doom clock, literally dozens of NPCs that want the PCs to do stuff for them (and those quests dont sit around forever) and (again) several closed in areas of several encounters (Camp Vengeance, Nangalore, Omu etc). CoS has Strahd as the Doom Clock, and has several zoomed in encounter areas where you cant bugger off and rest. It even gives advice for having Strahd send monsters (or personally appear) if the PCs are mucking about. PoTA has literally 4 x Death cults, working against each other armed with Elemental nukes as a Doom clock. It has several areas with several encounters closely packed in together. You cant exactly invade the Temple of Elemental Air, kill the inhabitants of 1 or 2 rooms, then leave to camp for the night before returning the following day to keep-on-a-killin. All of those adventures feature several organisations (Red Wizards, Drow, Cultists of varying cults, the Flaming fist etc) led by smart and organised leadership, that are trying to do things (usually thwarting or competing with the PCs). They all also feature overarching Doom clocks, and areas where rest is all but impossible. The adventure writers dont [B]force [/B]the 6 encounter adventuring day on the DM or the players. They (correctly) leave it in the hands of the DM to manage within that conext. Finally mate, I am trying to be polite hear so bear with me - I'm well aware from my prior dealings with you, that you dont make any effort as a DM to manage or police the adventuring day, tacitly allow the 5MWD and instead spend far more effort whining about the effects of your failings as a DM (encounter and class balance are wonky) on this (and other) internet forums. Hilariously, seeing as your problems (encounter and class balance) are [B]caused by your own refusal to police or manage the adventuring day[/B], I suggest - as one DM to another - you instead devote the hundreds of hours you spend complaining about the game on the internet to instead improving that area of your DMing. Your game will be much better for it. [/QUOTE]
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