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So I ran a 6-8 encounter day...
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<blockquote data-quote="5ekyu" data-source="post: 7468902" data-attributes="member: 6919838"><p>Whatever you think is proven or disproven is not necessarily any sort of objective truth when it comes to something as subjective as balance. i am amazed that you think there is a "proof" of balance that would be anything more than "at some tables" focused. But hey, never one to argue points of religion - your religion is valid too.</p><p></p><p>As for adding 6-8 encounters having any sort of equivalency to dropping 2-4, i cant fathom any experienced analysis that would see that as more than a wild guess that is not gonna hold up for an experienced, savvy analysis.</p><p></p><p>But the simple mechanic tools that a GM needs are these:</p><p><strong>Know your party:</strong> The specific composition is key. How do short or long rests matter to them and their performance. in fact, how do their specific focuses apply to that particular aspect of challenges - sustain vs nova? Knowing that will give you some good ideas that apply to inform your varying "rations" of long day vs short day vs either way types of challenges. </p><p><strong>Know your challenges</strong>: Simply and straightforward, the types of enemies and challenges can drastic impact a character's performance even when the pacing aspect favors or disfavors them. Be aware of whether your enemy choices sync with or work against the pacing push... enemies that favor the nova characters in the middle of a short nova pacing gives them double joy and pushes down a more on the others. meanwhile, challenges not so nova prone in the same one push the balance back towards the middle a bit and a long day of non-nova friendly foes shoves the spotlight the other way.</p><p><strong>Know your alternatives:</strong> The non-resource aspects of the characters are also amazingly key. background elements that tie into the plot, relevant skills, relevant contacts etc can give a character working against pacing just as much spotlight time and impact. For example, even with lots of rests easy and little time pressure, if a story point requires a duel between fighters to say earn admission or requires sneak thieving or requires high social skills etc etc to give the group advantage going forward (not logjam but serious help) then hey, guess what, that fighter (rogue, bard) just scored big for the party and the pacing thing did not hamper that at all.</p><p><strong>Know your history</strong>: Knowing how things have played so far in various challenges and recently helps you gauge these and see when and where to dial in the right challenges that fit the story so far and the story developing, fit the situation, fit with the party choices etc. etc. If you last couple of major events were mostly long days type pacing, then its likely time for some short day nova-friendlies and some non-resource challenges too. </p><p><strong>Know Your Mystery</strong>: Always keep them guessing. Let the pacing flow out of the choices and the story but also let it have surprises and not be predictable. if they *believe* the boss encounter may be in the next 5mins or they *think* the enemies might run for it with the macguffin... they have choices to make that are not easy and not always going to be right. You really only need one "we eased off the gas and the key thing got away? crap!! Why did we think they would sit here and wait for us?" scenario result to make them think twice in the future about letting the foot off the gas. </p><p></p><p>Those five tools right there are very strong ones to manage most any of the pacing balance issues a typical game can encounter - certainly any ones driving from something as simple and rather moderate as the short and long rest mechanics.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7468902, member: 6919838"] Whatever you think is proven or disproven is not necessarily any sort of objective truth when it comes to something as subjective as balance. i am amazed that you think there is a "proof" of balance that would be anything more than "at some tables" focused. But hey, never one to argue points of religion - your religion is valid too. As for adding 6-8 encounters having any sort of equivalency to dropping 2-4, i cant fathom any experienced analysis that would see that as more than a wild guess that is not gonna hold up for an experienced, savvy analysis. But the simple mechanic tools that a GM needs are these: [B]Know your party:[/B] The specific composition is key. How do short or long rests matter to them and their performance. in fact, how do their specific focuses apply to that particular aspect of challenges - sustain vs nova? Knowing that will give you some good ideas that apply to inform your varying "rations" of long day vs short day vs either way types of challenges. [B]Know your challenges[/B]: Simply and straightforward, the types of enemies and challenges can drastic impact a character's performance even when the pacing aspect favors or disfavors them. Be aware of whether your enemy choices sync with or work against the pacing push... enemies that favor the nova characters in the middle of a short nova pacing gives them double joy and pushes down a more on the others. meanwhile, challenges not so nova prone in the same one push the balance back towards the middle a bit and a long day of non-nova friendly foes shoves the spotlight the other way. [B]Know your alternatives:[/B] The non-resource aspects of the characters are also amazingly key. background elements that tie into the plot, relevant skills, relevant contacts etc can give a character working against pacing just as much spotlight time and impact. For example, even with lots of rests easy and little time pressure, if a story point requires a duel between fighters to say earn admission or requires sneak thieving or requires high social skills etc etc to give the group advantage going forward (not logjam but serious help) then hey, guess what, that fighter (rogue, bard) just scored big for the party and the pacing thing did not hamper that at all. [B]Know your history[/B]: Knowing how things have played so far in various challenges and recently helps you gauge these and see when and where to dial in the right challenges that fit the story so far and the story developing, fit the situation, fit with the party choices etc. etc. If you last couple of major events were mostly long days type pacing, then its likely time for some short day nova-friendlies and some non-resource challenges too. [B]Know Your Mystery[/B]: Always keep them guessing. Let the pacing flow out of the choices and the story but also let it have surprises and not be predictable. if they *believe* the boss encounter may be in the next 5mins or they *think* the enemies might run for it with the macguffin... they have choices to make that are not easy and not always going to be right. You really only need one "we eased off the gas and the key thing got away? crap!! Why did we think they would sit here and wait for us?" scenario result to make them think twice in the future about letting the foot off the gas. Those five tools right there are very strong ones to manage most any of the pacing balance issues a typical game can encounter - certainly any ones driving from something as simple and rather moderate as the short and long rest mechanics. [/QUOTE]
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