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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: 7190246" data-attributes="member: 996"><p>Technically, that doesn't have to be the case for it to seem to be the case. Random is surprisingly random, even IRL. What's the world's record for being struck by lightning....?</p><p></p><p> There are several that have been brought up in this thread. Rather than depend on the 6-8 encounter guideline to impose class balance and calibrate encounter difficulty, re-do both. OK, it'd mean re-writing classes and re-calculating CRs but it's a solution. Rather than twist the world out of shape to provide more encounters per day, push out the recovery times for class features - if character classes are rare in the world, that'll have minimal impact on the world. Push out everything too 'gritty realism,' then keep pushing for daily slots and the like. Eventually you find a place where classes balance and encounters are appropriately difficult for you campaign's pacing - as long as that pacing is consistent. </p><p>Or, you could just flex that Empowerment and take control of whether rests are possible when, what benefits they provide and how long they take, and keep that consistent with your campaign's pacing, even as it varies...</p><p></p><p></p><p></p><p></p><p></p><p> That's no dictate at all. Want to use a particular fluff, but not the mechanics, change the mechanics, want to use a particular mechanic, but not the fluff, change the fluff. They still match up, they just fit your campaign better, now.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7190246, member: 996"] Technically, that doesn't have to be the case for it to seem to be the case. Random is surprisingly random, even IRL. What's the world's record for being struck by lightning....? There are several that have been brought up in this thread. Rather than depend on the 6-8 encounter guideline to impose class balance and calibrate encounter difficulty, re-do both. OK, it'd mean re-writing classes and re-calculating CRs but it's a solution. Rather than twist the world out of shape to provide more encounters per day, push out the recovery times for class features - if character classes are rare in the world, that'll have minimal impact on the world. Push out everything too 'gritty realism,' then keep pushing for daily slots and the like. Eventually you find a place where classes balance and encounters are appropriately difficult for you campaign's pacing - as long as that pacing is consistent. Or, you could just flex that Empowerment and take control of whether rests are possible when, what benefits they provide and how long they take, and keep that consistent with your campaign's pacing, even as it varies... That's no dictate at all. Want to use a particular fluff, but not the mechanics, change the mechanics, want to use a particular mechanic, but not the fluff, change the fluff. They still match up, they just fit your campaign better, now. [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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