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The 6-battle adventuring day, does it even exist?
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<blockquote data-quote="abirdcall" data-source="post: 8361042" data-attributes="member: 6748898"><p>The JRPG is a good example of something that should be avoided in TTRPG design.</p><p></p><p>First we have the random encounter that takes up the player's time in reward for experience. This is 'the grind.' I love random encounters in TTRPGs but I don't want them to be there just to take up time.</p><p></p><p>Boss Fights - As you said you are expected to be at 100% for these in most JRPGs (at least modern ones). Then the challenge is to do the strategy and tactics well. I loved Dragon Quest XI on harder monsters difficulty. I found a lot of the boss fights engaging. I even had to be a bit on my toes for regular encounters as they can spiral out of control. Thing is, if I lost I just loaded at my last 'save point' and then try again with what I learned from the last time. Can't do that in a TTRPG. </p><p></p><p>A D&D 5e game that relies on 1 encounter per long rest challenge is either going to be easy or going to be over quickly. </p><p></p><p>It's just not designed for it which is clear from the way classes are structured. There are classes that exist for people who don't like to run out of resources. Rogues have nothing to spend, why not play one of those? Lots of short rest classes to choose from too. The funny thing is that if you're used to playing only 1 encounter/long rest all those classes probably look terrible.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 8361042, member: 6748898"] The JRPG is a good example of something that should be avoided in TTRPG design. First we have the random encounter that takes up the player's time in reward for experience. This is 'the grind.' I love random encounters in TTRPGs but I don't want them to be there just to take up time. Boss Fights - As you said you are expected to be at 100% for these in most JRPGs (at least modern ones). Then the challenge is to do the strategy and tactics well. I loved Dragon Quest XI on harder monsters difficulty. I found a lot of the boss fights engaging. I even had to be a bit on my toes for regular encounters as they can spiral out of control. Thing is, if I lost I just loaded at my last 'save point' and then try again with what I learned from the last time. Can't do that in a TTRPG. A D&D 5e game that relies on 1 encounter per long rest challenge is either going to be easy or going to be over quickly. It's just not designed for it which is clear from the way classes are structured. There are classes that exist for people who don't like to run out of resources. Rogues have nothing to spend, why not play one of those? Lots of short rest classes to choose from too. The funny thing is that if you're used to playing only 1 encounter/long rest all those classes probably look terrible. [/QUOTE]
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The 6-battle adventuring day, does it even exist?
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