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The 6-battle adventuring day, does it even exist?
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<blockquote data-quote="iserith" data-source="post: 8361314" data-attributes="member: 97077"><p>Leaving aside that darkvision in darkness means a significant penalty to PP which means being surprised and stepping on traps more often, I think the issue is that a lot of DMs don't give much thought to what should be the focus for a <em>given </em>game. Often this can mean that the DM more or less runs the same kind of game for every adventure or campaign. Some DMs like me change things up every campaign.</p><p></p><p>If I'm running a pulp action serial Eberron game, for example, I'm almost certainly not caring about encumbrance or rations or torches or 6 to 8 encounters per adventuring day. That is not the best fit for <em>that </em>game in my view whereas in media res hard framing, set piece encounters, and more abstract "skill challenges" <em>are</em>. But if I am running a classic town-to-dungeon adventure where there's a meaningful trade-off between what you can carry in and what you can carry out per delve, then yeah, I'm turning on the variant encumbrance rules and tying resting to rations, torches to time/exploration turns, and putting in a restock/wandering monster/other time pressure mechanic.</p><p></p><p>So when someone says "I don't like tracking rations," I'm like okay fine - but there's actually a good reason to do this in <em>particular </em>games and not so much in others. The question is <em>what game are you actually running or playing?</em></p></blockquote><p></p>
[QUOTE="iserith, post: 8361314, member: 97077"] Leaving aside that darkvision in darkness means a significant penalty to PP which means being surprised and stepping on traps more often, I think the issue is that a lot of DMs don't give much thought to what should be the focus for a [I]given [/I]game. Often this can mean that the DM more or less runs the same kind of game for every adventure or campaign. Some DMs like me change things up every campaign. If I'm running a pulp action serial Eberron game, for example, I'm almost certainly not caring about encumbrance or rations or torches or 6 to 8 encounters per adventuring day. That is not the best fit for [I]that [/I]game in my view whereas in media res hard framing, set piece encounters, and more abstract "skill challenges" [I]are[/I]. But if I am running a classic town-to-dungeon adventure where there's a meaningful trade-off between what you can carry in and what you can carry out per delve, then yeah, I'm turning on the variant encumbrance rules and tying resting to rations, torches to time/exploration turns, and putting in a restock/wandering monster/other time pressure mechanic. So when someone says "I don't like tracking rations," I'm like okay fine - but there's actually a good reason to do this in [I]particular [/I]games and not so much in others. The question is [I]what game are you actually running or playing?[/I] [/QUOTE]
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The 6-battle adventuring day, does it even exist?
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