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The Problem with Healing Powercreep
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<blockquote data-quote="Daztur" data-source="post: 9448609" data-attributes="member: 55680"><p>The Five Minute Adventuring Day is a common trap for DMs to fall into and it can REALLY suck the fun out of a game. The some ways I've seen of dealing with it include:</p><p></p><p>1. Traditional dungeon crawls. If the treasure is deep in the dungeon and you can't take long rests in the dungeon the DM can sit back and let the players deal with the conundrum of knowing that delving deeper gives them more treasure but also more encounters and that if they retreat from the dungeon after each fight they'll never get squat for treasure. This works especially well with GP = XP advancement rules. The main problem with this in 5e is you often end a session in the dungeon which is a real pain in the ass if real world issues mean a slightly different roster of players each session.</p><p></p><p>2. "You're on a boat and can only take a long rest at a friendly port" plenty easy to screw with the boat and make it hard to get to a friendly port. I've had a lot of success with boat-based 5e games. </p><p></p><p>3. If you can't beat them join them. 4e works fine if there's just 1-2 big fights per long rest. 5e emphatically does not. I think this is probably the single biggest problem with 5e design in terms of the rules not matching the way the median player plays it (as opposed to 5e not matching my personal tastes).</p></blockquote><p></p>
[QUOTE="Daztur, post: 9448609, member: 55680"] The Five Minute Adventuring Day is a common trap for DMs to fall into and it can REALLY suck the fun out of a game. The some ways I've seen of dealing with it include: 1. Traditional dungeon crawls. If the treasure is deep in the dungeon and you can't take long rests in the dungeon the DM can sit back and let the players deal with the conundrum of knowing that delving deeper gives them more treasure but also more encounters and that if they retreat from the dungeon after each fight they'll never get squat for treasure. This works especially well with GP = XP advancement rules. The main problem with this in 5e is you often end a session in the dungeon which is a real pain in the ass if real world issues mean a slightly different roster of players each session. 2. "You're on a boat and can only take a long rest at a friendly port" plenty easy to screw with the boat and make it hard to get to a friendly port. I've had a lot of success with boat-based 5e games. 3. If you can't beat them join them. 4e works fine if there's just 1-2 big fights per long rest. 5e emphatically does not. I think this is probably the single biggest problem with 5e design in terms of the rules not matching the way the median player plays it (as opposed to 5e not matching my personal tastes). [/QUOTE]
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