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Tell me about 5E at 11th level
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<blockquote data-quote="Flamestrike" data-source="post: 6834439" data-attributes="member: 6788736"><p>What? Im sorry, i literally dont get what youre saying here?</p><p></p><p></p><p></p><p>Its not 6-8 encounters per day. Its 6-8 per adventuring day. So in other words, it could be 6-8 encounters in a week (again the rules for longer adventuring days are right there in the book, along with other optional stuff like feats, multiclassing, and magic items).</p><p></p><p>Its really not that hard (as DM) to consider and place a time limiting event/ time constraint on your adventures in a non intrusive way to enforce the 6-8 paradigm for around 50 percent of your adventures.</p><p></p><p>If you dont have the skill to place such time limits in adventures in unobtrusive ways, the DMG provides for the longer rest option.</p><p></p><p></p><p></p><p>If resting equates to an auto fail for the adventure, or imparts a complication to the adventure that outweighs the advantages of resting, or reduces the award in excess of the benefits of resting, then it is <em>irrelevant how easy it is to rest.</em></p><p></p><p>Magnificent mansions, rope tricks etc simply remove one type of resting limitation from the game (hostile environment). They dont help time limiting factors.</p><p></p><p>By all means allow PCs with access to such tricks the occasional chance to use and benefit from them. But by the same token bear them into your preparation when designing the adventure in the first place. No amount of Leomunds tiny hut and Rope trick is going to help when you need to save the princess by midnight or the demon gets summoned, or the BBEG is now at risk of hearing about your party and it gives him equal time to reinforce (or simply relocate resulting in an auto fail) or if your employer needs the macguffin by a certain time or the party doesnt get paid.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6834439, member: 6788736"] What? Im sorry, i literally dont get what youre saying here? Its not 6-8 encounters per day. Its 6-8 per adventuring day. So in other words, it could be 6-8 encounters in a week (again the rules for longer adventuring days are right there in the book, along with other optional stuff like feats, multiclassing, and magic items). Its really not that hard (as DM) to consider and place a time limiting event/ time constraint on your adventures in a non intrusive way to enforce the 6-8 paradigm for around 50 percent of your adventures. If you dont have the skill to place such time limits in adventures in unobtrusive ways, the DMG provides for the longer rest option. If resting equates to an auto fail for the adventure, or imparts a complication to the adventure that outweighs the advantages of resting, or reduces the award in excess of the benefits of resting, then it is [I]irrelevant how easy it is to rest.[/I] Magnificent mansions, rope tricks etc simply remove one type of resting limitation from the game (hostile environment). They dont help time limiting factors. By all means allow PCs with access to such tricks the occasional chance to use and benefit from them. But by the same token bear them into your preparation when designing the adventure in the first place. No amount of Leomunds tiny hut and Rope trick is going to help when you need to save the princess by midnight or the demon gets summoned, or the BBEG is now at risk of hearing about your party and it gives him equal time to reinforce (or simply relocate resulting in an auto fail) or if your employer needs the macguffin by a certain time or the party doesnt get paid. [/QUOTE]
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Tell me about 5E at 11th level
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