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So I ran a 6-8 encounter day...
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<blockquote data-quote="5ekyu" data-source="post: 7470310" data-attributes="member: 6919838"><p>Regarding that some can improve if they know more frequent rests etc... Vs others more flat (and counter that some more obviously reduced if they know its going to be an overly long road.)</p><p></p><p>Yes.</p><p></p><p>Now, replace that same concern over some flat, others better if know x, others worse if know y... Not with rests...</p><p></p><p>Fighting giants vs fighting undead?</p><p></p><p>If you know you are going to be fighting mostly fire giants over "a long enough stretch to be considered imbalancing" vs knowing you will be fighting mostly frost giants vs knowing you will be mostly fighting undead vs mostly fighting demons etc etc etc...</p><p></p><p>Dont you wind up with even more imbalance class up or down vs flat issues then?</p><p></p><p>Certainly your limited known casters unlikely to be able to dial up the best mix like the preppers do. </p><p></p><p>Just like the known lotsa undead means those clerics shine quite a bit brighter maybe than say sorc or fighter or rogue.</p><p></p><p>Is it not feeling as "limiting" that your choices in adversaries can and does have a dramatic impact on character and class balance as the nature of the challenges is a KEY elrment of balance consideration in actual play?</p><p></p><p>My point is simple, power or value or balance is the product of seeing how package abc of abilities intersects with need/challenge xyz. </p><p></p><p>The nature of the challenges chosen by the gm is imo the greatest single factor of balance in direct mechanical means. Everything else (outside ofvpoorly designed sttictly greater thans in really bad games) is dependent on that challenge for meaning.</p><p></p><p>"Short rest vs long rest" and 4 per day s vs 8 per days vs 12 per days are just another facet of the challenge. Facets easily mixed in to lotsa of different types of campaign and a lot less "limiting" than the bulk of the "what is this challenge" choices will be especially if those aspects are "known" to the players ahead of time.</p><p></p><p>Of course, anything can "feel" limiying to someone, especially if it butts up against preferences or "tenets of faiths" but i really dont see how this particular "feeling" of limiting can be seen as objectively more "limiting on the GM" than much of the other "what this challenge is and how its challenging" decision are.</p><p></p><p>Or how decisions on pacing (or the other challenge-defining aspects are somehow non-mechanical or outside mechanics.</p><p></p><p>How goid is fireball vs magic misdle really does vary mechanically if i am fighting fire giants or invisible stalkers, doesnt it?</p><p></p><p>If we get to the point ehere classes and charscters are balanced across all the potentislal chalkenges, each contributing equally, we realky have seemed to get very close to making those choices not matter.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7470310, member: 6919838"] Regarding that some can improve if they know more frequent rests etc... Vs others more flat (and counter that some more obviously reduced if they know its going to be an overly long road.) Yes. Now, replace that same concern over some flat, others better if know x, others worse if know y... Not with rests... Fighting giants vs fighting undead? If you know you are going to be fighting mostly fire giants over "a long enough stretch to be considered imbalancing" vs knowing you will be fighting mostly frost giants vs knowing you will be mostly fighting undead vs mostly fighting demons etc etc etc... Dont you wind up with even more imbalance class up or down vs flat issues then? Certainly your limited known casters unlikely to be able to dial up the best mix like the preppers do. Just like the known lotsa undead means those clerics shine quite a bit brighter maybe than say sorc or fighter or rogue. Is it not feeling as "limiting" that your choices in adversaries can and does have a dramatic impact on character and class balance as the nature of the challenges is a KEY elrment of balance consideration in actual play? My point is simple, power or value or balance is the product of seeing how package abc of abilities intersects with need/challenge xyz. The nature of the challenges chosen by the gm is imo the greatest single factor of balance in direct mechanical means. Everything else (outside ofvpoorly designed sttictly greater thans in really bad games) is dependent on that challenge for meaning. "Short rest vs long rest" and 4 per day s vs 8 per days vs 12 per days are just another facet of the challenge. Facets easily mixed in to lotsa of different types of campaign and a lot less "limiting" than the bulk of the "what is this challenge" choices will be especially if those aspects are "known" to the players ahead of time. Of course, anything can "feel" limiying to someone, especially if it butts up against preferences or "tenets of faiths" but i really dont see how this particular "feeling" of limiting can be seen as objectively more "limiting on the GM" than much of the other "what this challenge is and how its challenging" decision are. Or how decisions on pacing (or the other challenge-defining aspects are somehow non-mechanical or outside mechanics. How goid is fireball vs magic misdle really does vary mechanically if i am fighting fire giants or invisible stalkers, doesnt it? If we get to the point ehere classes and charscters are balanced across all the potentislal chalkenges, each contributing equally, we realky have seemed to get very close to making those choices not matter. [/QUOTE]
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So I ran a 6-8 encounter day...
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