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*Dungeons & Dragons
Solving the 5MWD
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<blockquote data-quote="Tony Vargas" data-source="post: 7838182" data-attributes="member: 996"><p>I think the denial of the 5MWD "issue" is based more upon a fondness for the dynamic than any belief that it never happens.</p><p></p><p>The CaW style, for instance, is all about ruthlessly maximizing your advantage in every encounter - going in loaded for bear every time, avoiding encounters when you lack an overwhelming advantage - having all your resources ready is an obvious way to do that, having them customized to the next encounter, the more so.</p><p></p><p>Similarly, "sandboxing" is a player-driven exploration style that theoretically allows the players to choose the pacing they want, so not being 'able' to choose a slower pacing would undermine that sense of being player-driven. </p><p></p><p>Both those styles will distort encounter difficulty in any but a purely-encounter-resource game (which no version of D&D has ever been - unless you count "D&D" Gamma World c2011). In virtually every edition D&D, 5e far from least of all, they'll also distort class balance. </p><p></p><p>Charitably, we can stipulate that the desirability of 5-min workday is due to the first 'issue' - the possibility of the decision to rest or husband resources, to impact the difficulty of encounters. Interestingly, while the 13A version nearly erases that, yours leaves it available, since resting /does/ restore hp/HD, so player-influenced pacing can influence difficulty.</p><p></p><p>The problem I'm starting to see with the idea is that the number of encounter to earn XP varies with level. At 1st, you can actually gain a level in a single "day" of adventuring, based on the daily exp budget. But that quickly increases to over two days/level from 4 through 11, then cuts back to about a day & a half at high level, though it fluctuates a bit. </p><p></p><p> You might 'normalize' exp progression to a full day of encounter per level. Or, you might have the "days" between levels continue to rise at high level instead of taper off, since high level characters have so many resources.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7838182, member: 996"] I think the denial of the 5MWD "issue" is based more upon a fondness for the dynamic than any belief that it never happens. The CaW style, for instance, is all about ruthlessly maximizing your advantage in every encounter - going in loaded for bear every time, avoiding encounters when you lack an overwhelming advantage - having all your resources ready is an obvious way to do that, having them customized to the next encounter, the more so. Similarly, "sandboxing" is a player-driven exploration style that theoretically allows the players to choose the pacing they want, so not being 'able' to choose a slower pacing would undermine that sense of being player-driven. Both those styles will distort encounter difficulty in any but a purely-encounter-resource game (which no version of D&D has ever been - unless you count "D&D" Gamma World c2011). In virtually every edition D&D, 5e far from least of all, they'll also distort class balance. Charitably, we can stipulate that the desirability of 5-min workday is due to the first 'issue' - the possibility of the decision to rest or husband resources, to impact the difficulty of encounters. Interestingly, while the 13A version nearly erases that, yours leaves it available, since resting /does/ restore hp/HD, so player-influenced pacing can influence difficulty. The problem I'm starting to see with the idea is that the number of encounter to earn XP varies with level. At 1st, you can actually gain a level in a single "day" of adventuring, based on the daily exp budget. But that quickly increases to over two days/level from 4 through 11, then cuts back to about a day & a half at high level, though it fluctuates a bit. You might 'normalize' exp progression to a full day of encounter per level. Or, you might have the "days" between levels continue to rise at high level instead of taper off, since high level characters have so many resources. [/QUOTE]
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