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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Summary of major differences between A5E and O5E?
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<blockquote data-quote="CapnZapp" data-source="post: 8504361" data-attributes="member: 12731"><p>It is much better to make the rules work well for the adventures people actually play, rather than the reverse. </p><p></p><p>Just look at 4th Edition. It was so different the way adventures were written totally changed. (In a way I personally feel completely sucks, essentially reducing adventures to a set of staged combat encounters. But I digress).</p><p></p><p>Point is, very few adventures actually bother to maintain the 8 encounters between long rest structure. </p><p></p><p>The takeaway shouldn't be "5Es failure was in not adding hard enough restrictions as to force adventure writers into the 6-8 encounters per rest cadence."</p><p></p><p>The takeaway should be "since 6-8 encounters between rests isn't popular, not with writers and not with players, how about not resting the game balance on that point!"</p><p></p><p>I have dished plenty on Pathfinder 2, but one thing they got right: the only useful balance point is the encounter itself. That is, every encounter is balanced on the assumption the characters are fully restored.</p><p></p><p>Anything else just isn't going to happen, unless your game rules actually enforce it. </p><p></p><p>For instance, 13th Age states outright you can't gain the benefits of rest without having X encounters in-between. Sure this is on the meta level, nut it also means it will actually work. Note how writers can write adventures without caring, since they are not made responsible for the rest cadence!</p><p></p><p>TL;Dr: The game can't leave rest frequency up to adventure writers. Some stories will inevitably be incompatible, no matter what number you decide on. Except one. If you can rest after every encounter, that will work. Otherwise, you need the game to control the resting itself. Without involving real-time units (like you can rest once per day)!</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8504361, member: 12731"] It is much better to make the rules work well for the adventures people actually play, rather than the reverse. Just look at 4th Edition. It was so different the way adventures were written totally changed. (In a way I personally feel completely sucks, essentially reducing adventures to a set of staged combat encounters. But I digress). Point is, very few adventures actually bother to maintain the 8 encounters between long rest structure. The takeaway shouldn't be "5Es failure was in not adding hard enough restrictions as to force adventure writers into the 6-8 encounters per rest cadence." The takeaway should be "since 6-8 encounters between rests isn't popular, not with writers and not with players, how about not resting the game balance on that point!" I have dished plenty on Pathfinder 2, but one thing they got right: the only useful balance point is the encounter itself. That is, every encounter is balanced on the assumption the characters are fully restored. Anything else just isn't going to happen, unless your game rules actually enforce it. For instance, 13th Age states outright you can't gain the benefits of rest without having X encounters in-between. Sure this is on the meta level, nut it also means it will actually work. Note how writers can write adventures without caring, since they are not made responsible for the rest cadence! TL;Dr: The game can't leave rest frequency up to adventure writers. Some stories will inevitably be incompatible, no matter what number you decide on. Except one. If you can rest after every encounter, that will work. Otherwise, you need the game to control the resting itself. Without involving real-time units (like you can rest once per day)! [/QUOTE]
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Summary of major differences between A5E and O5E?
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