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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="Blue" data-source="post: 8991369" data-attributes="member: 20564"><p><em>"I reject your reality and substitute my own."</em></p><p></p><p>The adventuring day is all about the balance between the classes. Which breaks down to resource attrition.</p><p></p><p>Let's go absurd and look at an adventuring day of 1 round, vs. an adventuring day of 20 encounters each 20 rounds long. Some tier 2 or 3 party. Let's compare long-rest-recovery classes vs. at-will classes.</p><p></p><p>It's pretty clear that long-rest-recovery classes, such as pure casters, will shine the most frequently where there's only a single action and they can cast one of their highest level slots. Not say there are no corner cases, but the vast majority of the time a high level spell will do more than an at-will.</p><p></p><p>Let's look at the other. At-will focused classes (including the EB-focused Warlock, who has spent class features on improving it) will do more than a cantrip. When you have enough actions to run though spell slots and force heavy cantrip usage for most of the day, you end up with the average effect per action to be lower than those at-wills. So the at-will classes are the most effective.</p><p></p><p>Adventuring day length is about balance between those two. (And unfortunately, where 5e is calibrated is more encounters per day then most DMs run, even published adventures.)</p><p></p><p>Short rests per day is a different axis, but the same thought experiment should show how it affects them as well. A warlock with 0 short rests vs. a warlock with 3 short rests has a significant difference in total slots.</p></blockquote><p></p>
[QUOTE="Blue, post: 8991369, member: 20564"] [I]"I reject your reality and substitute my own."[/I] The adventuring day is all about the balance between the classes. Which breaks down to resource attrition. Let's go absurd and look at an adventuring day of 1 round, vs. an adventuring day of 20 encounters each 20 rounds long. Some tier 2 or 3 party. Let's compare long-rest-recovery classes vs. at-will classes. It's pretty clear that long-rest-recovery classes, such as pure casters, will shine the most frequently where there's only a single action and they can cast one of their highest level slots. Not say there are no corner cases, but the vast majority of the time a high level spell will do more than an at-will. Let's look at the other. At-will focused classes (including the EB-focused Warlock, who has spent class features on improving it) will do more than a cantrip. When you have enough actions to run though spell slots and force heavy cantrip usage for most of the day, you end up with the average effect per action to be lower than those at-wills. So the at-will classes are the most effective. Adventuring day length is about balance between those two. (And unfortunately, where 5e is calibrated is more encounters per day then most DMs run, even published adventures.) Short rests per day is a different axis, but the same thought experiment should show how it affects them as well. A warlock with 0 short rests vs. a warlock with 3 short rests has a significant difference in total slots. [/QUOTE]
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The Adventuring Day has nothing to do with encounter balance.
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