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General Tabletop Discussion
*Dungeons & Dragons
So I ran a 6-8 encounter day...
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<blockquote data-quote="smbakeresq" data-source="post: 7466975" data-attributes="member: 28301"><p>I run my entire game this way. The game is just much better IMO when players are pushed to the brink. Now your players have to adjust.</p><p></p><p>The adjustment is this:</p><p></p><p>1. Each player has a finite resource pool;</p><p></p><p>2. The group has a total resource the is larger then the combination of each player IF they play as a group.</p><p></p><p>3. Each player must decide each encounter how to ration their individual resources to maximize the group resource pool, which means:</p><p></p><p>4. Player conserves resources this encounter to use them in later encounters, thereby forcing another player to spend more resources this encounter to over come it; or</p><p></p><p>5. Player burned resources this encounter to let other players conserve resources to use in later encounters.</p><p></p><p></p><p></p><p>This dynamic greatly changes the game, and is confusing for most players. They do not understand how to spend resources now to let the group conserve more later, nor do they understand how conserve resources now to nova later. It’s almost always the video game model of nova, then rest, then nova again.</p><p></p><p>To me the difference between SR and LR classes isn’t that different if you know what you are doing and how you interact with the group resource pool, but the game has been essentially been preached to be 2 encounters, SR, 2 encounters, LR. If you do that players monsters are less of a challenge, the idea for the bad guys in general is to wear you down until you reach the BBEG, that’s why he is the BBEG. PCs should NEVER reach the BBEG with everything on tap, that defeats the purpose.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7466975, member: 28301"] I run my entire game this way. The game is just much better IMO when players are pushed to the brink. Now your players have to adjust. The adjustment is this: 1. Each player has a finite resource pool; 2. The group has a total resource the is larger then the combination of each player IF they play as a group. 3. Each player must decide each encounter how to ration their individual resources to maximize the group resource pool, which means: 4. Player conserves resources this encounter to use them in later encounters, thereby forcing another player to spend more resources this encounter to over come it; or 5. Player burned resources this encounter to let other players conserve resources to use in later encounters. This dynamic greatly changes the game, and is confusing for most players. They do not understand how to spend resources now to let the group conserve more later, nor do they understand how conserve resources now to nova later. It’s almost always the video game model of nova, then rest, then nova again. To me the difference between SR and LR classes isn’t that different if you know what you are doing and how you interact with the group resource pool, but the game has been essentially been preached to be 2 encounters, SR, 2 encounters, LR. If you do that players monsters are less of a challenge, the idea for the bad guys in general is to wear you down until you reach the BBEG, that’s why he is the BBEG. PCs should NEVER reach the BBEG with everything on tap, that defeats the purpose. [/QUOTE]
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So I ran a 6-8 encounter day...
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