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<blockquote data-quote="AbdulAlhazred" data-source="post: 8375607" data-attributes="member: 82106"><p>Then you should have 8 encounter days, or encounters that are well beyond what is considered the 'norm', or gotchas if that's your thing, etc. There IS A LEVEL OF CHALLENGE which will produce highly dangerous and uncertain outcomes. I think this is virtually axiomatic. If you want to tell me that "when I run published adventures, or exactly follow every guideline in the book and the danger level is low" OK, I can buy that. I'm not sure what that says about the design of the game, except that the people writing material for it seem to feel that this is the 'sweet spot' for most players. Obviously they would be wrong about some. </p><p></p><p>Frankly, I think we have to acknowledge that over the whole life of D&D the concept of 'meat grinder' where most PCs die and the object is to be clever enough to run that ONE GUY that will 'make it' to higher levels has more and more died. The game is more and more about the character, the world, the relationships, development, etc. So the game doesn't try, by default, to put you on the 'razor edge of death' at every turn. You can CHOOSE danger. You can put it on the line if that's what you think you gotta do, but most adventures will not thrust death on your character simply for walking down the path, if you're reasonably prudent. Now the focus can be on what the players and GM WANT to focus on.</p><p></p><p>So if you map that back to the whole travel thing, you can see why 5e provides the resources it does. They don't obviate all danger in the wilderness, by a long shot. What they do is outline certain challenges, finding your way, provisions, being exposed to attack, needing a secure camp site, weather, etc. A highly effective solution, in the guise of a build choice or two, is present. The character making that choice is going to look good, he finds the path, chooses the best camp site, carries a ton of supplies, etc. </p><p></p><p>Now the focus can be on the greater story, the more interesting stuff that happens. I liked the way JRRT did it. The characters end up equipped with a bunch of lembas, which gets mentioned now and then in the story, so it isn't just a crutch, but it does practically solve the issue of how they trek for weeks and months without a baggage train. I THINK at least some of the 5e mechanisms the OP talked about are meant to work in a similar way. Granted, it is a far cry from the days when we used AH's Survival game rules to run a wilderness trek!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8375607, member: 82106"] Then you should have 8 encounter days, or encounters that are well beyond what is considered the 'norm', or gotchas if that's your thing, etc. There IS A LEVEL OF CHALLENGE which will produce highly dangerous and uncertain outcomes. I think this is virtually axiomatic. If you want to tell me that "when I run published adventures, or exactly follow every guideline in the book and the danger level is low" OK, I can buy that. I'm not sure what that says about the design of the game, except that the people writing material for it seem to feel that this is the 'sweet spot' for most players. Obviously they would be wrong about some. Frankly, I think we have to acknowledge that over the whole life of D&D the concept of 'meat grinder' where most PCs die and the object is to be clever enough to run that ONE GUY that will 'make it' to higher levels has more and more died. The game is more and more about the character, the world, the relationships, development, etc. So the game doesn't try, by default, to put you on the 'razor edge of death' at every turn. You can CHOOSE danger. You can put it on the line if that's what you think you gotta do, but most adventures will not thrust death on your character simply for walking down the path, if you're reasonably prudent. Now the focus can be on what the players and GM WANT to focus on. So if you map that back to the whole travel thing, you can see why 5e provides the resources it does. They don't obviate all danger in the wilderness, by a long shot. What they do is outline certain challenges, finding your way, provisions, being exposed to attack, needing a secure camp site, weather, etc. A highly effective solution, in the guise of a build choice or two, is present. The character making that choice is going to look good, he finds the path, chooses the best camp site, carries a ton of supplies, etc. Now the focus can be on the greater story, the more interesting stuff that happens. I liked the way JRRT did it. The characters end up equipped with a bunch of lembas, which gets mentioned now and then in the story, so it isn't just a crutch, but it does practically solve the issue of how they trek for weeks and months without a baggage train. I THINK at least some of the 5e mechanisms the OP talked about are meant to work in a similar way. Granted, it is a far cry from the days when we used AH's Survival game rules to run a wilderness trek! [/QUOTE]
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