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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Imaro" data-source="post: 7200079" data-attributes="member: 48965"><p>Nope... that would be part of encounter design...</p><p></p><p>EDIT: And the pacing is for <strong>Adventuring Days</strong>... it is not a general world pacing, unless you choose to use it in that manner.</p><p></p><p></p><p></p><p>Yes the job lots could change... though again if we are playing with the default settings of the game... I'm not sure why that would have to be the case or if the PC's become powerful enough where the Dark Forest of Wyrms is no longer a viable threat fiction-wise then they don't have adventuring days in the forest... Or I use manipulation of CR and # appearing adjustments to keep the lots deadly while still keeping the Dark Forest of Wyrms a deadly wyrm infested forest. But in each case I am manipulating the encounter rules to fit the world. </p><p></p><p>NOTE: This forest hasn't been defined enough for us to judge which method would be the one to use... thus numerous examples...</p><p></p><p></p><p></p><p>What... a forest of deadly wyrms? It doesn't seem to have changed much if I use this method, it's still a forest of deadly wyrms. In other words what fundamentally on a practical level about the world has changed? </p><p></p><p></p><p></p><p>Not sure this makes any sense... are you saying in the worlds you build nothing is ever outpaced or left behind? That's part and parcel of default D&D... not sure how that qualifies as changing the world either? There's a point where an area isn't dangerous enough to present a challenge to PC's thus they would not have an adventuring day when traveling through said area. Seems like common sense to me. </p><p></p><p></p><p></p><p>What did I change about the world in these examples as opposed to the encounters that take place? You've yet to show me a place where I changed the world as opposed to the encounters...</p></blockquote><p></p>
[QUOTE="Imaro, post: 7200079, member: 48965"] Nope... that would be part of encounter design... EDIT: And the pacing is for [B]Adventuring Days[/B]... it is not a general world pacing, unless you choose to use it in that manner. Yes the job lots could change... though again if we are playing with the default settings of the game... I'm not sure why that would have to be the case or if the PC's become powerful enough where the Dark Forest of Wyrms is no longer a viable threat fiction-wise then they don't have adventuring days in the forest... Or I use manipulation of CR and # appearing adjustments to keep the lots deadly while still keeping the Dark Forest of Wyrms a deadly wyrm infested forest. But in each case I am manipulating the encounter rules to fit the world. NOTE: This forest hasn't been defined enough for us to judge which method would be the one to use... thus numerous examples... What... a forest of deadly wyrms? It doesn't seem to have changed much if I use this method, it's still a forest of deadly wyrms. In other words what fundamentally on a practical level about the world has changed? Not sure this makes any sense... are you saying in the worlds you build nothing is ever outpaced or left behind? That's part and parcel of default D&D... not sure how that qualifies as changing the world either? There's a point where an area isn't dangerous enough to present a challenge to PC's thus they would not have an adventuring day when traveling through said area. Seems like common sense to me. What did I change about the world in these examples as opposed to the encounters that take place? You've yet to show me a place where I changed the world as opposed to the encounters... [/QUOTE]
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