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*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Ovinomancer" data-source="post: 7184077" data-attributes="member: 16814"><p>These are great points, but they don't consider the worldbuilding aspect this requires. If monsters come in deadly encounter units, why aren't they wreaking havoc on the non-adventurers? If the non-adventures can handle the deadly encounter units of monsters, why adventure? The solution set here works, mechanically, and does the job, but it requires me to stretch my game past where I am comfortable on the explaining why encounters are so deadly. Occasionally, yes, this works, but it doesn't work as a default, meaning that many times while trying to present a believable worlds it doesn't work out.</p><p></p><p>The Dark Deadly Woods of Danger, sure. The Normal Woods of Everyday Travelling, not so much.</p><p></p><p>Again, I do very much appreciate the point your making, and it's something that I've internalized for some time without being explicit about in my games. I vary encounters a lot. But, then, I also don't pay much attention to the daily XP counter. But I also have a bit of a sandbox, which means I'm not always (often?) in control of the pacing. To offset this, I will vary the 'win conditions' for encounters so that killing everything isn't always sufficient to win. This also addresses the issue by reducing the need/use of being in peak condition for a fight. But, all of that said, what we're talking about here is really some advanced DMing technique -- system mastery to understand how encounter math works and game pacing options and setting encounters where killing isn't winning. All work to make resting less of an issue, but none of them are present in published adventures and it requires considerable work to put them in. As someone running SKT right now (my first module in almost a decade), I'm making a lot of planned and on the fly changes to address some of the pacing issues present in the game (they have sections way to slow and some way too fast). That's not easy nor immediately apparent. If I didn't spend a few hours a session, it'd be a hot mess.</p><p></p><p>So, I guess my point is that yours is a good suggestion, and useful, and should go in the toolbox, but it doesn't solve the issue by itself. And it doesn't address published adventures. The designers of the game are largely unconcerned about this issue. That may, or may not, be an issue for individuals. It's one for me, and I have to put in work to fix it. Which defeats one of the points of published adventures.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7184077, member: 16814"] These are great points, but they don't consider the worldbuilding aspect this requires. If monsters come in deadly encounter units, why aren't they wreaking havoc on the non-adventurers? If the non-adventures can handle the deadly encounter units of monsters, why adventure? The solution set here works, mechanically, and does the job, but it requires me to stretch my game past where I am comfortable on the explaining why encounters are so deadly. Occasionally, yes, this works, but it doesn't work as a default, meaning that many times while trying to present a believable worlds it doesn't work out. The Dark Deadly Woods of Danger, sure. The Normal Woods of Everyday Travelling, not so much. Again, I do very much appreciate the point your making, and it's something that I've internalized for some time without being explicit about in my games. I vary encounters a lot. But, then, I also don't pay much attention to the daily XP counter. But I also have a bit of a sandbox, which means I'm not always (often?) in control of the pacing. To offset this, I will vary the 'win conditions' for encounters so that killing everything isn't always sufficient to win. This also addresses the issue by reducing the need/use of being in peak condition for a fight. But, all of that said, what we're talking about here is really some advanced DMing technique -- system mastery to understand how encounter math works and game pacing options and setting encounters where killing isn't winning. All work to make resting less of an issue, but none of them are present in published adventures and it requires considerable work to put them in. As someone running SKT right now (my first module in almost a decade), I'm making a lot of planned and on the fly changes to address some of the pacing issues present in the game (they have sections way to slow and some way too fast). That's not easy nor immediately apparent. If I didn't spend a few hours a session, it'd be a hot mess. So, I guess my point is that yours is a good suggestion, and useful, and should go in the toolbox, but it doesn't solve the issue by itself. And it doesn't address published adventures. The designers of the game are largely unconcerned about this issue. That may, or may not, be an issue for individuals. It's one for me, and I have to put in work to fix it. Which defeats one of the points of published adventures. [/QUOTE]
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