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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Tony Vargas" data-source="post: 7126815" data-attributes="member: 996"><p>One of the ones that'd actually work...</p><p></p><p> So 5e's big schtick is "DM Empowerment," that means the DM is given the tools (sorta) and the latitude (parsecs of it), to make the game into what he wants. It also means he has to work at it a bit...</p><p></p><p> If you don't fancy doing the hard work, don't DM, play. Seriously. Problem solved. If you aren't up to the challenge of running 5e, don't run it. We /need/ DMs, sure, but DMs who are going to do a good job of DMing. </p><p></p><p> Whatever feels right for the pacing of the adventure. Yeah, there's a guideline, and yeah, it works in theory. But I'd rather not wrap my campaign in knots to follow it, I'll adjust intraparty and encounter balance in other ways - by emphasizing certain challenges to move that metaphorical spotlight around, for instance. </p><p></p><p> Stop, rest, and remain undisturbed for the requisite period of time. The world (ie the DM, with a convenient veneer of fiction). 'Random' encounters, enforced time pressure, contrived consequences. cf "GM Force," if you can stand to read the Forge.</p><p></p><p>The modules, like the rules themselves, are only a starting point. </p><p></p><p> Fine. Boost encounter difficulty. Throw in 'random' encounters when the party tries to rest too soon until they've met their quota. Force the plot along when they stall out, have the next encounter come to them, have it get harder the longer they wait to get to it, have the bad guys do something awful that they could have prevented if they hadn't been sitting around unnecessarily resting. Make any decision that's not good for the campaign, /bad/ for the PCs...</p><p></p><p>None of that is anything new to DMing with 5e. We all did that kinda thing back in the TSR era, we wished we could've gotten away with more of it in the WotC era, now we can. Go for it.</p><p></p><p> I don't think that's a fair characterization. Apart from the fact that we can't retroactively read their minds to divine the actual purpose, the innovations that 4e introduced that reduced the reliance on un-enforceable 'attrition' were structural and made class balance more robust, and were not retained by 5e. 5e is very nearly as unenforceable-attrition-model-dependent as the classic game (or 3e, for that matter). </p><p></p><p>5e retained overnight healing, but that's just a simplification of the rest-rememorize-heal-rest cycle that the classic game churned through to get everyone back up to full fighting strength. It kept something called a short rest, but it's an hour long, and not assumed after most encounters, so the impact is not at all the same.</p><p></p><p>And, really, even 4e didn't do away with the attrition model, it was just balanced whether you used attrition over a long day as a challenge, or not.</p><p></p><p> But it is once again /required/ by the system to impose some semblance of class & encounter balance.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7126815, member: 996"] One of the ones that'd actually work... So 5e's big schtick is "DM Empowerment," that means the DM is given the tools (sorta) and the latitude (parsecs of it), to make the game into what he wants. It also means he has to work at it a bit... If you don't fancy doing the hard work, don't DM, play. Seriously. Problem solved. If you aren't up to the challenge of running 5e, don't run it. We /need/ DMs, sure, but DMs who are going to do a good job of DMing. Whatever feels right for the pacing of the adventure. Yeah, there's a guideline, and yeah, it works in theory. But I'd rather not wrap my campaign in knots to follow it, I'll adjust intraparty and encounter balance in other ways - by emphasizing certain challenges to move that metaphorical spotlight around, for instance. Stop, rest, and remain undisturbed for the requisite period of time. The world (ie the DM, with a convenient veneer of fiction). 'Random' encounters, enforced time pressure, contrived consequences. cf "GM Force," if you can stand to read the Forge. The modules, like the rules themselves, are only a starting point. Fine. Boost encounter difficulty. Throw in 'random' encounters when the party tries to rest too soon until they've met their quota. Force the plot along when they stall out, have the next encounter come to them, have it get harder the longer they wait to get to it, have the bad guys do something awful that they could have prevented if they hadn't been sitting around unnecessarily resting. Make any decision that's not good for the campaign, /bad/ for the PCs... None of that is anything new to DMing with 5e. We all did that kinda thing back in the TSR era, we wished we could've gotten away with more of it in the WotC era, now we can. Go for it. I don't think that's a fair characterization. Apart from the fact that we can't retroactively read their minds to divine the actual purpose, the innovations that 4e introduced that reduced the reliance on un-enforceable 'attrition' were structural and made class balance more robust, and were not retained by 5e. 5e is very nearly as unenforceable-attrition-model-dependent as the classic game (or 3e, for that matter). 5e retained overnight healing, but that's just a simplification of the rest-rememorize-heal-rest cycle that the classic game churned through to get everyone back up to full fighting strength. It kept something called a short rest, but it's an hour long, and not assumed after most encounters, so the impact is not at all the same. And, really, even 4e didn't do away with the attrition model, it was just balanced whether you used attrition over a long day as a challenge, or not. But it is once again /required/ by the system to impose some semblance of class & encounter balance. [/QUOTE]
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