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<blockquote data-quote="5ekyu" data-source="post: 7838477" data-attributes="member: 6919838"><p>Huh?</p><p></p><p>Just to be clear, not every adventure should have factors that limit their rests and recoveries but it's better to codify in rules a recovery rate that always applies? </p><p></p><p>Those seem counter-intuitive. </p><p></p><p>"It wont be right to have our <em>adventures</em> always have time pressure that impacts recovery in limiting ways, but instead it's fine to define a recovery meta-game by encounter that is divorced from time passsge."</p><p></p><p>The key to 5e is, it will and should vary. </p><p>Sometimes it should be a redt a day with overland travel in wastelands eith maybe only a skirmish or two. Those are fine.</p><p>Sometimes it will be an <em>advdenture</em> or chapter within one where time is major and a long redt means failure and short rests are tough - with plenty of challenges. That's fine too.</p><p>Sometimes it may be just a known prepared quick raid in and out. That's fine too.</p><p></p><p>In 5e, those will play out very differently, because the resource conservation needs vary quite a bit. It's also quite possibly what seems like one switches into another and that can get real exciting. </p><p></p><p>But, if you instead apply some large system level meta-counter like "after four encounters" then all the encounters and challenges have the same pressure on resources. That quick raid while fresh will still just me "one in four" so if we go big there it costs us in three others - same as if it was a longer more complex castle rescue and ritual take-down.</p><p></p><p>With 5e, whatever pacing the scene and the choiuces create <em>change</em> the play and resources. In a strict system defined "encounter counter" it remains static - except for end boss fights after light work warm-ups stereotype setups.</p><p></p><p>To me, it's better for characters to decide "we can go all out" or "we need to conserve" for in-game indentifiable reasons like "can we fall back and rest safely or not" than it for player to decide it because they have been counting down one to four encounters or see they are near leveling up. </p><p></p><p>None of these to be play into balance or challenge.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7838477, member: 6919838"] Huh? Just to be clear, not every adventure should have factors that limit their rests and recoveries but it's better to codify in rules a recovery rate that always applies? Those seem counter-intuitive. "It wont be right to have our [I]adventures[/I] always have time pressure that impacts recovery in limiting ways, but instead it's fine to define a recovery meta-game by encounter that is divorced from time passsge." The key to 5e is, it will and should vary. Sometimes it should be a redt a day with overland travel in wastelands eith maybe only a skirmish or two. Those are fine. Sometimes it will be an [I]advdenture[/I] or chapter within one where time is major and a long redt means failure and short rests are tough - with plenty of challenges. That's fine too. Sometimes it may be just a known prepared quick raid in and out. That's fine too. In 5e, those will play out very differently, because the resource conservation needs vary quite a bit. It's also quite possibly what seems like one switches into another and that can get real exciting. But, if you instead apply some large system level meta-counter like "after four encounters" then all the encounters and challenges have the same pressure on resources. That quick raid while fresh will still just me "one in four" so if we go big there it costs us in three others - same as if it was a longer more complex castle rescue and ritual take-down. With 5e, whatever pacing the scene and the choiuces create [I]change[/I] the play and resources. In a strict system defined "encounter counter" it remains static - except for end boss fights after light work warm-ups stereotype setups. To me, it's better for characters to decide "we can go all out" or "we need to conserve" for in-game indentifiable reasons like "can we fall back and rest safely or not" than it for player to decide it because they have been counting down one to four encounters or see they are near leveling up. None of these to be play into balance or challenge. [/QUOTE]
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