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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: 7639529" data-attributes="member: 6788736"><p>You dont. </p><p></p><p>You aim for a median of 6 [medium] encounters. </p><p></p><p>Some days that'll be 1 very deadly fight. Some days it'll be 2 very hard fights. Some days it'll be 2 hard fights, 3 medium fights and 1 easy fight. Some days there will be 1 short rest. Some days 2. Some days 3 or more. Some days there wont be time for any.</p><p></p><p>There is nothing wrong with having a single 'deadly++) encounter adventuring day. There is nothing in the rules to prohibit it, and nothing breaks if you do so. It only becomes a problem if you do so over and over and over again.</p><p></p><p>The problem only becomes a problem when DMs arent clever or assertive enough to manage the adventuring day. It goes like this:</p><p></p><p>1) Players resort to Nova tactics, destroying encounters in a few rounds, then falling back to rest.</p><p>2) DM responds by increasing difficulty of encounters to Deadly++ to 'make things a challenge'.</p><p>3) Nova tactics are now mandatory in the group to deal with the threat. Rather than fix the problem of encounter and class imbalance, the DM has <em>entrenched </em>it.</p><p>4) Game devolves into rocket tag. Either the DM rage quits, or the players get TPK'd. Non Nova 'builds' get outshone, and players of short rest dependent classes (Fighters and Warlocks) climb online to complain about the classes/ system (not realizing the problem actually lies with their DM).</p><p></p><p>Note; when I say [adventuring day] above, I mean [the arbitrary amount of time between long rests]. Depending on the rest variant used at your table and other factors an 'adventuring day' could be a month or more of in game time.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7639529, member: 6788736"] You dont. You aim for a median of 6 [medium] encounters. Some days that'll be 1 very deadly fight. Some days it'll be 2 very hard fights. Some days it'll be 2 hard fights, 3 medium fights and 1 easy fight. Some days there will be 1 short rest. Some days 2. Some days 3 or more. Some days there wont be time for any. There is nothing wrong with having a single 'deadly++) encounter adventuring day. There is nothing in the rules to prohibit it, and nothing breaks if you do so. It only becomes a problem if you do so over and over and over again. The problem only becomes a problem when DMs arent clever or assertive enough to manage the adventuring day. It goes like this: 1) Players resort to Nova tactics, destroying encounters in a few rounds, then falling back to rest. 2) DM responds by increasing difficulty of encounters to Deadly++ to 'make things a challenge'. 3) Nova tactics are now mandatory in the group to deal with the threat. Rather than fix the problem of encounter and class imbalance, the DM has [I]entrenched [/I]it. 4) Game devolves into rocket tag. Either the DM rage quits, or the players get TPK'd. Non Nova 'builds' get outshone, and players of short rest dependent classes (Fighters and Warlocks) climb online to complain about the classes/ system (not realizing the problem actually lies with their DM). Note; when I say [adventuring day] above, I mean [the arbitrary amount of time between long rests]. Depending on the rest variant used at your table and other factors an 'adventuring day' could be a month or more of in game time. [/QUOTE]
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