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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="CapnZapp" data-source="post: 7122225" data-attributes="member: 12731"><p>Right. You actually did. </p><p></p><p>I missed that because when you started debating semantics I skipped the rest of your post. </p><p></p><p>But here it is:</p><p></p><p></p><p>Okay, so you've proven adventures do contain random encounters. And you know what? You're completely right. They all do that. </p><p></p><p>The problem is, that's just such an unsatisfactory and incomplete and easily circumvented solution I didn't even count it.</p><p></p><p>(I mean, I must have mentioned it, especially in conjunction with my emphasis on mid- to high level play. But rather than to go back and check, I give you the issue)</p><p></p><p>So what do I want then? </p><p></p><p>I guess the simplest answer is in that poster granting action points to BBEGs when heroes rest. Or the suggestion to add better loot if you don't rest. Or now, my other thread about Angry's Time Pool (or Rest Dice or whatever he calls it). </p><p></p><p>Resting is a problem. Why? Because it short-circuits the challenge of the game. (And because it changes the balance of classes I guess) Is it a story problem? No, it is a mechanical problem. It only exists in the context of the rules, not the story. </p><p></p><p>That's my purest beef with Flamestrike & Co telling me to write restrictions into the story: I don't want to.</p><p></p><p>Not merely because I don't want to be the one solving a problem created by the rules, or even because I can't purchase published modules that solve it to my satisfaction. </p><p></p><p>I don't want rules that don't handle its own balancing issues internally. I don't want to have to consider rests when I write the dragon's ransom note for the Princess. I want a ruleset that works equally well if the seven tasks of Hercules take place over a single day or over 12 years (to exaggerate slightly).</p><p></p><p>Why wasn't this important in earlier editions? Because rest frequency and encounter guidelines weren't such a strict part of earlier editions, that's why! (If a game focuses on the single encounter, and makes every encounter potentially lethal on its own, it really doesn't matter if you fight the Nemean Lion and the Lernaean Hydra back to back or on different years) It's 5E that makes this important, so it's 5E (as in the rules, not the story) that needs to provide the means to make it important!</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7122225, member: 12731"] Right. You actually did. I missed that because when you started debating semantics I skipped the rest of your post. But here it is: Okay, so you've proven adventures do contain random encounters. And you know what? You're completely right. They all do that. The problem is, that's just such an unsatisfactory and incomplete and easily circumvented solution I didn't even count it. (I mean, I must have mentioned it, especially in conjunction with my emphasis on mid- to high level play. But rather than to go back and check, I give you the issue) So what do I want then? I guess the simplest answer is in that poster granting action points to BBEGs when heroes rest. Or the suggestion to add better loot if you don't rest. Or now, my other thread about Angry's Time Pool (or Rest Dice or whatever he calls it). Resting is a problem. Why? Because it short-circuits the challenge of the game. (And because it changes the balance of classes I guess) Is it a story problem? No, it is a mechanical problem. It only exists in the context of the rules, not the story. That's my purest beef with Flamestrike & Co telling me to write restrictions into the story: I don't want to. Not merely because I don't want to be the one solving a problem created by the rules, or even because I can't purchase published modules that solve it to my satisfaction. I don't want rules that don't handle its own balancing issues internally. I don't want to have to consider rests when I write the dragon's ransom note for the Princess. I want a ruleset that works equally well if the seven tasks of Hercules take place over a single day or over 12 years (to exaggerate slightly). Why wasn't this important in earlier editions? Because rest frequency and encounter guidelines weren't such a strict part of earlier editions, that's why! (If a game focuses on the single encounter, and makes every encounter potentially lethal on its own, it really doesn't matter if you fight the Nemean Lion and the Lernaean Hydra back to back or on different years) It's 5E that makes this important, so it's 5E (as in the rules, not the story) that needs to provide the means to make it important! [/QUOTE]
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