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So I ran a 6-8 encounter day...
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<blockquote data-quote="Tony Vargas" data-source="post: 7469501" data-attributes="member: 996"><p>Why not, indeed? That's kinda the point of 5e's DM Empowerment and 'starting point' philosophy. As long as you bracket 6-8 encounter and 2-3 short rests with long rests, you've a shot at making it work.</p><p></p><p>The way to make that work for a wide variety of campaign pacings (that is, a campaign with a variety of pacings over it's run), would be to assign short & long rests dynamically, based on the story, not just re-set the length of rests like the 'gritty module' does. So Blue could take his weeks-long trek with only a handful of encounters and allow only one short rest in the midst of it, with a long rest coming at the journey's culmination... maybe the lead-in to it would also encompass a few encounters somehow? That kinda thing. </p><p></p><p> Worked for 13th Age.</p><p></p><p>Both those still impose the kinds of 'limitations' that Blue was complaining about, though, they just deal with those limitations differently. IMHO, the former (dynamically allocating rests based on the situation/story), does a bit better than the default (pick short/long rest durations & let them define campaign pacing) or the 13A solution (fixed cadence of rests & encounters regardless of player actions, short of accepting a campaign loss, or story flow unless the GM fits the story to that fixed cadence).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7469501, member: 996"] Why not, indeed? That's kinda the point of 5e's DM Empowerment and 'starting point' philosophy. As long as you bracket 6-8 encounter and 2-3 short rests with long rests, you've a shot at making it work. The way to make that work for a wide variety of campaign pacings (that is, a campaign with a variety of pacings over it's run), would be to assign short & long rests dynamically, based on the story, not just re-set the length of rests like the 'gritty module' does. So Blue could take his weeks-long trek with only a handful of encounters and allow only one short rest in the midst of it, with a long rest coming at the journey's culmination... maybe the lead-in to it would also encompass a few encounters somehow? That kinda thing. Worked for 13th Age. Both those still impose the kinds of 'limitations' that Blue was complaining about, though, they just deal with those limitations differently. IMHO, the former (dynamically allocating rests based on the situation/story), does a bit better than the default (pick short/long rest durations & let them define campaign pacing) or the 13A solution (fixed cadence of rests & encounters regardless of player actions, short of accepting a campaign loss, or story flow unless the GM fits the story to that fixed cadence). [/QUOTE]
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So I ran a 6-8 encounter day...
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