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General Tabletop Discussion
*Dungeons & Dragons
The Adventuring Day has nothing to do with encounter balance.
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<blockquote data-quote="Bacon Bits" data-source="post: 8991331" data-attributes="member: 6777737"><p>Yeah, this is where I'm at. Let's see how they try to fix it.</p><p></p><p>I definitely disagree with the OP on numerous points, including the interpretation of what Jeremy Crawford was even trying to say in his tweets. Still, I'm really not interested in rehashing these same points for the fourth or fifth time just because I'm on page 1 this time.</p><p></p><p>Suffice it to say that having this same argument for literally ten years gives a pretty strong indication that some foundational problems exist with the design of adventuring days, combat encounters, short and long rests, and basic class structure. It's not individual DMs doing things "wrong" as so many have claimed over the years. If so many people continually have issues over many years, then the design is wrong because it's plainly not servicing the kind of games real people are actually trying to run. The design needs to serve the game, not the other way around.</p><p></p><p>Most "solutions" involve twisting the game into knots or limiting pretty basic adventure structures that were perfectly serviceable in previous editions, and that renders them pretty unacceptable as a solution in the general case. Further, the "five-minute adventuring day" problem clearly wasn't addressed in 5e by adding short rests and redefining encounter difficulty the way that they did. Instead, it just introduced other problems, borne mainly by the DM and primarily affecting newer DMs.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8991331, member: 6777737"] Yeah, this is where I'm at. Let's see how they try to fix it. I definitely disagree with the OP on numerous points, including the interpretation of what Jeremy Crawford was even trying to say in his tweets. Still, I'm really not interested in rehashing these same points for the fourth or fifth time just because I'm on page 1 this time. Suffice it to say that having this same argument for literally ten years gives a pretty strong indication that some foundational problems exist with the design of adventuring days, combat encounters, short and long rests, and basic class structure. It's not individual DMs doing things "wrong" as so many have claimed over the years. If so many people continually have issues over many years, then the design is wrong because it's plainly not servicing the kind of games real people are actually trying to run. The design needs to serve the game, not the other way around. Most "solutions" involve twisting the game into knots or limiting pretty basic adventure structures that were perfectly serviceable in previous editions, and that renders them pretty unacceptable as a solution in the general case. Further, the "five-minute adventuring day" problem clearly wasn't addressed in 5e by adding short rests and redefining encounter difficulty the way that they did. Instead, it just introduced other problems, borne mainly by the DM and primarily affecting newer DMs. [/QUOTE]
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The Adventuring Day has nothing to do with encounter balance.
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