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<blockquote data-quote="Tony Vargas" data-source="post: 7838425" data-attributes="member: 996"><p>Yeah, prior, it felt as much like coincidence as design - plus the balance-of-imbalances of the TSR era wasn't just over an adventuring day, it was over the whole campaign.</p><p></p><p> In any version of D&D that has anything like encounter design guidelines, if it /was/ three encounters, well, the party will be in bad shape and have completed three encounters. If it was three trivial non-encounters that finally add up to the equivalent challenge of one, it'll be one. Not particularly perplexing. I'm sure there may be middlegrounds, depending, where 3 easy encounters add up to one deadly or something, in which case, well, still kinda up to the DM, like basically everything else, huh?</p><p></p><p>In terms of a hypothetical encounter-based game (which D&D has never been), though, I'd say it's one encounter.</p><p></p><p>Nothing 'neutral' about it. Arbitrary, perhaps is the word you're looking for. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p> Nothing about n/rest resources is terribly believable. We're used to 'em, after decades in D&D, but they're really kinda nonsense. </p><p></p><p>There you go. The players are dealing with meta-game numbers, the character is imagined as dealing with in-fiction pain (& disability, that is /never/ modeled in the rules). "Realistically," a human being can be on the verge of death and not even suspect it, or certain his time's run out and be fine.</p><p></p><p>In 3e, the latter could be literally the case, the cleric just <em>dinged</em> at his appointed hour. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p>Complete aside, though, the <em>15</em>MWD first came up in games I was actually in way back in the day, because of that need to <em>sleep</em> ('cause that's what the rules said) after casting <em>one</em> spell, as little as 15 minutes after waking up. (Wake up, memorize your spell, cast it... <em>zonk</em>! 15MWD.) It always seemed goofy. Anyway, in some REH pastiche, don't recall which one, sorcerers used "Black Lotus" to enter supernatural dreams that re-charged their powers. <em>That</em> might be an interesting (ie dangerous) option for casters wanting to recharge more frequently, especially in a gritty pacing game, or under FrogReaver's variant.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7838425, member: 996"] Yeah, prior, it felt as much like coincidence as design - plus the balance-of-imbalances of the TSR era wasn't just over an adventuring day, it was over the whole campaign. In any version of D&D that has anything like encounter design guidelines, if it /was/ three encounters, well, the party will be in bad shape and have completed three encounters. If it was three trivial non-encounters that finally add up to the equivalent challenge of one, it'll be one. Not particularly perplexing. I'm sure there may be middlegrounds, depending, where 3 easy encounters add up to one deadly or something, in which case, well, still kinda up to the DM, like basically everything else, huh? In terms of a hypothetical encounter-based game (which D&D has never been), though, I'd say it's one encounter. Nothing 'neutral' about it. Arbitrary, perhaps is the word you're looking for. ;) Nothing about n/rest resources is terribly believable. We're used to 'em, after decades in D&D, but they're really kinda nonsense. There you go. The players are dealing with meta-game numbers, the character is imagined as dealing with in-fiction pain (& disability, that is /never/ modeled in the rules). "Realistically," a human being can be on the verge of death and not even suspect it, or certain his time's run out and be fine. In 3e, the latter could be literally the case, the cleric just [I]dinged[/I] at his appointed hour. ;) Complete aside, though, the [I]15[/I]MWD first came up in games I was actually in way back in the day, because of that need to [I]sleep[/I] ('cause that's what the rules said) after casting [I]one[/I] spell, as little as 15 minutes after waking up. (Wake up, memorize your spell, cast it... [I]zonk[/I]! 15MWD.) It always seemed goofy. Anyway, in some REH pastiche, don't recall which one, sorcerers used "Black Lotus" to enter supernatural dreams that re-charged their powers. [I]That[/I] might be an interesting (ie dangerous) option for casters wanting to recharge more frequently, especially in a gritty pacing game, or under FrogReaver's variant. [/QUOTE]
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