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General Tabletop Discussion
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The 6-battle adventuring day, does it even exist?
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<blockquote data-quote="Flamestrike" data-source="post: 8361037" data-attributes="member: 6788736"><p>But you can have both.</p><p></p><p>Some days have them on the clock. Some dont. Some might feature environmental or other restrictions on resting. Some days feature 6 (or more) encounters between long rest (and a higher XP budget for that adventuring day than normal); some days its just the one encounter (on a lower budget).</p><p></p><p>It's not like every single day must be 6-8 encounters, 2-3 short rests, following the 'XP budget per adventuring day' table from the DMG, and enforced via a doom clock or a mechanical contrivance of some nature.</p><p></p><p>That creates a 'samey' nature and feels very inorganic.</p><p></p><p>6 or so encounters, and 2 short rests using the XP per adventuring day chart is a good place to start as your default though. Aim for around 50 percent of 'days' to feature this pacing. Enough days at that frequency and the classes balance just fine, and the Players <em>choices </em>start to conform to that expectation (they favor 'at will' abilities over nova options, and naturally pace themselves, even on the shorter days, and conform to the meta).</p><p></p><p>If I rocked up to a table with zero thought put into the AD by the DM, sure as hell I'm going with 'nova' builds, and taking long rests at every opportunity. Encounters will be steamrolled, classes will go out of balance, and the whole thing will come crashing down.</p><p></p><p>As DM, its your responsibility to manage that. There are plenty of tools at your disposal to do so.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8361037, member: 6788736"] But you can have both. Some days have them on the clock. Some dont. Some might feature environmental or other restrictions on resting. Some days feature 6 (or more) encounters between long rest (and a higher XP budget for that adventuring day than normal); some days its just the one encounter (on a lower budget). It's not like every single day must be 6-8 encounters, 2-3 short rests, following the 'XP budget per adventuring day' table from the DMG, and enforced via a doom clock or a mechanical contrivance of some nature. That creates a 'samey' nature and feels very inorganic. 6 or so encounters, and 2 short rests using the XP per adventuring day chart is a good place to start as your default though. Aim for around 50 percent of 'days' to feature this pacing. Enough days at that frequency and the classes balance just fine, and the Players [I]choices [/I]start to conform to that expectation (they favor 'at will' abilities over nova options, and naturally pace themselves, even on the shorter days, and conform to the meta). If I rocked up to a table with zero thought put into the AD by the DM, sure as hell I'm going with 'nova' builds, and taking long rests at every opportunity. Encounters will be steamrolled, classes will go out of balance, and the whole thing will come crashing down. As DM, its your responsibility to manage that. There are plenty of tools at your disposal to do so. [/QUOTE]
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The 6-battle adventuring day, does it even exist?
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