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General Tabletop Discussion
*Dungeons & Dragons
The Adventuring Day XP budget makes sense when you consider it is a budget for you to stock your dungeons
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<blockquote data-quote="Bacon Bits" data-source="post: 8965205" data-attributes="member: 6777737"><p>I think the bigger problem is that PCs recover all their abilities so easily, and they are at maximum effectiveness immediately after a long rest. And there is no mechanical reason to encourage players to progress to the end of the adventuring day. As written, unless there's some peculiarity of the narrative preventing it, PCs should long rest after <em>every encounter</em>.</p><p></p><p>It's just such a weird design. They tied attrition to HP recovery during short rests (limited by HD, which are also the only thing that long rests don't fully recover), so long rests are required to reliably heal. So you can't block long resting without introducing death spirals. But that means you can't make it so the PCs have to achieve something in adventuring day completion (e.g., 75% of the XP budget) before you can try to recharge your abilities because that's <em>also</em> linked to a long rest.</p><p></p><p>You could combat it by rewarding PCs as they progress through the adventuring day, but the game doesn't do that at all. And short rests are <em>just worse</em>. But what kind of reward could you give? A permanent one like XP or bonus treasure is a bad idea, because now you're giving long term rewards for short term behavior. So you need something like abilities or bonuses that turn on when you reach a threshold, but that expire when you long rest.</p><p></p><p>Why is ability recovery and HP recovery so tightly linked? Why are PCs at maximum effectiveness at the start of the adventuring day? Why is the game built around a daily XP budget at all if the game mechanics implicitly tell the players to long rest as often as possible?</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8965205, member: 6777737"] I think the bigger problem is that PCs recover all their abilities so easily, and they are at maximum effectiveness immediately after a long rest. And there is no mechanical reason to encourage players to progress to the end of the adventuring day. As written, unless there's some peculiarity of the narrative preventing it, PCs should long rest after [I]every encounter[/I]. It's just such a weird design. They tied attrition to HP recovery during short rests (limited by HD, which are also the only thing that long rests don't fully recover), so long rests are required to reliably heal. So you can't block long resting without introducing death spirals. But that means you can't make it so the PCs have to achieve something in adventuring day completion (e.g., 75% of the XP budget) before you can try to recharge your abilities because that's [I]also[/I] linked to a long rest. You could combat it by rewarding PCs as they progress through the adventuring day, but the game doesn't do that at all. And short rests are [I]just worse[/I]. But what kind of reward could you give? A permanent one like XP or bonus treasure is a bad idea, because now you're giving long term rewards for short term behavior. So you need something like abilities or bonuses that turn on when you reach a threshold, but that expire when you long rest. Why is ability recovery and HP recovery so tightly linked? Why are PCs at maximum effectiveness at the start of the adventuring day? Why is the game built around a daily XP budget at all if the game mechanics implicitly tell the players to long rest as often as possible? [/QUOTE]
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The Adventuring Day XP budget makes sense when you consider it is a budget for you to stock your dungeons
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