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General Tabletop Discussion
*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="hawkeyefan" data-source="post: 7148723" data-attributes="member: 6785785"><p>I think the 6-8 encounter day is drawn from the roots of the game, and also from the fiction that the game was designed to emulate. I don't know if I'd call that logic so much as...aesthetic, maybe? </p><p></p><p>In the early days, the game consisted of a dungeon and the PCs would explore it, and usually have multiple encounters in a day.</p><p></p><p>And I don't think the rest mechanic is the issue, nor the expected encounters per day...it seems that the issue is how these two elements interact that's in question.</p><p></p><p></p><p></p><p></p><p>None. Because yhat chapter was written with the expectation that the characters are receiving a full rest just about every night of the journey. So they're at full strength pretty much every encounter, unless the DM throws a couple at them in the same day. I think that's why the bulk of that part was more about social encounters and investigation and that kind of stuff rather than about combat. </p><p></p><p>But if that journey was altered to remove the daily full rests, then it's harder to say. Certainly spell durations were designed with a single day timeframe in mind, no? So changing that would impact some spells, I would expect. I personally wouldn't think it's a huge deal, but a more balanced-focused player might. </p><p></p><p>For example...Animal Friendship has a 24 hour duration. So essentially it was designed with the inteent that one casting of it would be all that was needed in between long rests. So under this altered rest mechanic, does the spell now last for the duration of the trip, or only one day? Does this affect the balance that was considered when the game was designed? Are caster abilities being penalized by this rest mecchanic alteration more than other class abilities?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7148723, member: 6785785"] I think the 6-8 encounter day is drawn from the roots of the game, and also from the fiction that the game was designed to emulate. I don't know if I'd call that logic so much as...aesthetic, maybe? In the early days, the game consisted of a dungeon and the PCs would explore it, and usually have multiple encounters in a day. And I don't think the rest mechanic is the issue, nor the expected encounters per day...it seems that the issue is how these two elements interact that's in question. None. Because yhat chapter was written with the expectation that the characters are receiving a full rest just about every night of the journey. So they're at full strength pretty much every encounter, unless the DM throws a couple at them in the same day. I think that's why the bulk of that part was more about social encounters and investigation and that kind of stuff rather than about combat. But if that journey was altered to remove the daily full rests, then it's harder to say. Certainly spell durations were designed with a single day timeframe in mind, no? So changing that would impact some spells, I would expect. I personally wouldn't think it's a huge deal, but a more balanced-focused player might. For example...Animal Friendship has a 24 hour duration. So essentially it was designed with the inteent that one casting of it would be all that was needed in between long rests. So under this altered rest mechanic, does the spell now last for the duration of the trip, or only one day? Does this affect the balance that was considered when the game was designed? Are caster abilities being penalized by this rest mecchanic alteration more than other class abilities? [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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