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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="shoak1" data-source="post: 7152045" data-attributes="member: 54380"><p>D and D has always been and continues to be a resource management game as has been touched on earlier. 5e makes it even more of an issue because in addition to everyone's hp and casters' spells, there are also numerous short/long rest powers for all classes. So any alteration in that underlying principal is going to make the game far different, either necessitating large scale house rules (an unattractive option to many of us), a new edition (yes please?), or a different play style.</p><p></p><p>Creating/forcing resource management is a problem in a sandbox campaign - it directly conflicts with the idea of the PCs being able to go where and when they want. But its not a problem if the group plays in a more linear, episodic based campaign. In my campaign, we follow a more encounter-to-encounter format. The players get real choices within each encounter, and in the long term course of the campaign, but much fewer choices in "where do we go right now." By making the story more episodic and setting the encounter sequence, I am able to predict and balance resource management / encounter strengths (as well as create lavish 3d dioramas and more in-depth encounters).</p></blockquote><p></p>
[QUOTE="shoak1, post: 7152045, member: 54380"] D and D has always been and continues to be a resource management game as has been touched on earlier. 5e makes it even more of an issue because in addition to everyone's hp and casters' spells, there are also numerous short/long rest powers for all classes. So any alteration in that underlying principal is going to make the game far different, either necessitating large scale house rules (an unattractive option to many of us), a new edition (yes please?), or a different play style. Creating/forcing resource management is a problem in a sandbox campaign - it directly conflicts with the idea of the PCs being able to go where and when they want. But its not a problem if the group plays in a more linear, episodic based campaign. In my campaign, we follow a more encounter-to-encounter format. The players get real choices within each encounter, and in the long term course of the campaign, but much fewer choices in "where do we go right now." By making the story more episodic and setting the encounter sequence, I am able to predict and balance resource management / encounter strengths (as well as create lavish 3d dioramas and more in-depth encounters). [/QUOTE]
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