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*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Tony Vargas" data-source="post: 7184712" data-attributes="member: 996"><p>I want to say 'all,' but I guess the odd thorp or hamlet might count, so I'll go with 'most.'</p><p></p><p> I think the point, there, is that you simply don't have adventuring days in more sedate areas. Well, not unless something is specifically targeting the adventurers, and targeting them with a wave of 6-8 would-be assassins rather than all of them just ambushing the party at once... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p> The game is complete in it's 'default' state, it's just not balanced in that state, but balances casters, particularly the classic Wizard, as well as the other two prepped casters (not coincidentally, the Tier 1 classes of 3.x). </p><p></p><p>(I'm considering the default to be PH with Feats & MCing turned off, no DMG options turned on, and being run about like D&D games always have been - with single encounter days being not uncommon, hour-long rests in the middle of more intense adventuring days being oddities, and days with more than one encounter closer to 2-5 than 6-8, with 8+ being very unusual, indeed.)</p><p></p><p>The above cynicism aside, I want to highlight two posts that recently offered remotely practicable mechanical solutions:</p><p></p><p> The seed of a practical class-redesign. I'd been considering re-desiging classes to be more robust to a varied adventuring day off the table. Now I'm not so sure.</p><p></p><p> A neat synthesis of player-entitlement and DM-empowerment considerations in resolving the issue. The idea of "recoveries" as a level-based player resource retains player agency in managing those resources, while giving the DM latitude to rule whether they can be spent on a case-by-case basis.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7184712, member: 996"] I want to say 'all,' but I guess the odd thorp or hamlet might count, so I'll go with 'most.' I think the point, there, is that you simply don't have adventuring days in more sedate areas. Well, not unless something is specifically targeting the adventurers, and targeting them with a wave of 6-8 would-be assassins rather than all of them just ambushing the party at once... ;) The game is complete in it's 'default' state, it's just not balanced in that state, but balances casters, particularly the classic Wizard, as well as the other two prepped casters (not coincidentally, the Tier 1 classes of 3.x). (I'm considering the default to be PH with Feats & MCing turned off, no DMG options turned on, and being run about like D&D games always have been - with single encounter days being not uncommon, hour-long rests in the middle of more intense adventuring days being oddities, and days with more than one encounter closer to 2-5 than 6-8, with 8+ being very unusual, indeed.) The above cynicism aside, I want to highlight two posts that recently offered remotely practicable mechanical solutions: The seed of a practical class-redesign. I'd been considering re-desiging classes to be more robust to a varied adventuring day off the table. Now I'm not so sure. A neat synthesis of player-entitlement and DM-empowerment considerations in resolving the issue. The idea of "recoveries" as a level-based player resource retains player agency in managing those resources, while giving the DM latitude to rule whether they can be spent on a case-by-case basis. [/QUOTE]
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