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Short rests -- how often in a day?
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<blockquote data-quote="Tony Vargas" data-source="post: 6582621" data-attributes="member: 996"><p>All campaigns have pacing, it's unavoidable. What's avoidable is getting stuck in a rut, especially the wrong rut, like the 5MWD...</p><p></p><p>5e gives the DM a chest of tools and carte blanche to customize the game to his campaign. You don't need the kind of plan you're talking about - a script or set of rails - you just need to be aware of the system you're using and the players you're running for.</p><p></p><p>It only matters if everyone wants to have fun, and not everyone has that opportunity. There are players who can't have fun unless no one else is, and players who can handle sharing the spotlight. 5e deals with having both by trying to move the spotlight around. That requires the DM keep his game varied, and keep the pacing close to the point at which the various resources mixes balance out. It's not a new strategy for D&D, and a lot of us are used to it, just as part of what DMing entails. There are also plenty of players who are used to exploiting that kind of roving spotlight balance, either via system mastery, or by trying to manipulate the DM. It's an age-old dynamic in D&D, really, which 5e captures in a fairly faithful-to-the-classic-game way. </p><p></p><p> There are some who run on sheer talent and familiarity without consciously thinking about exactly what they're doing and why, sure. Some of those may even be unable to benefit from a more mindful approach, suffering from the centipede's dilemma.</p><p></p><p>Funny thing is, it's at best implied in the guidelines. Spelled out might've been better for some DMs, making it easier to run the game, but for others - and for a whole segment of the player base, it seems - "seeing the wires" that way is unsatisfying. Whether you analyze the game and work at it consciously, or depend on talent, experience, or luck, you're dealing with the issue one way or another - and to some degree of success or another.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6582621, member: 996"] All campaigns have pacing, it's unavoidable. What's avoidable is getting stuck in a rut, especially the wrong rut, like the 5MWD... 5e gives the DM a chest of tools and carte blanche to customize the game to his campaign. You don't need the kind of plan you're talking about - a script or set of rails - you just need to be aware of the system you're using and the players you're running for. It only matters if everyone wants to have fun, and not everyone has that opportunity. There are players who can't have fun unless no one else is, and players who can handle sharing the spotlight. 5e deals with having both by trying to move the spotlight around. That requires the DM keep his game varied, and keep the pacing close to the point at which the various resources mixes balance out. It's not a new strategy for D&D, and a lot of us are used to it, just as part of what DMing entails. There are also plenty of players who are used to exploiting that kind of roving spotlight balance, either via system mastery, or by trying to manipulate the DM. It's an age-old dynamic in D&D, really, which 5e captures in a fairly faithful-to-the-classic-game way. There are some who run on sheer talent and familiarity without consciously thinking about exactly what they're doing and why, sure. Some of those may even be unable to benefit from a more mindful approach, suffering from the centipede's dilemma. Funny thing is, it's at best implied in the guidelines. Spelled out might've been better for some DMs, making it easier to run the game, but for others - and for a whole segment of the player base, it seems - "seeing the wires" that way is unsatisfying. Whether you analyze the game and work at it consciously, or depend on talent, experience, or luck, you're dealing with the issue one way or another - and to some degree of success or another. [/QUOTE]
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