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General Tabletop Discussion
*Dungeons & Dragons
The Resting Mechanics - What Works Best?
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<blockquote data-quote="Jer" data-source="post: 8542633" data-attributes="member: 19857"><p>Over time I've found that what works best in 5e for me is to design my encounters around the opportunities for recharging the players are likely to have:</p><p></p><p>Dungeon crawl, few places to rest, lots of battles expected in a session, attrition of resources is a big part of the adventure - use the standard encounter guidelines.</p><p></p><p>City based adventure, more rp encounters than fighting, fighting is likely to be no more than once a day and possibly even have days pass without incident, attrition of resources is not supposed to be a real problem - ramp up the bad guys they're working against and assume the players will always be near full power in encounters and have more resources to spend. It also fits because most city battles at my table tend to be cinematic events rather than random encounters.</p><p></p><p>Wilderness adventures - somewhere in between Dungeon crawls and City based. If the adventure is about getting to a dungeon then it's closer to the dungeon model, because expended resources will be important (and really that "wilderness" is just an extension of the dungeon in a lot of ways). If the adventure is about getting from one city to another and it's actually an adventure and not just a "red line" where we do it as a montage, then closer to the city encounter balance.</p><p></p><p>With those tweaks in mind I can follow either rules as written or the Epic Hero variant and things generally work pretty smoothly. I struggled with city encounters for a bit in 5e until I realized that if the problem was that the players had more resources available, that meant they could face off against bigger challenges so it wasn't really a "rest" issue it was a challenge level issue at my table.</p></blockquote><p></p>
[QUOTE="Jer, post: 8542633, member: 19857"] Over time I've found that what works best in 5e for me is to design my encounters around the opportunities for recharging the players are likely to have: Dungeon crawl, few places to rest, lots of battles expected in a session, attrition of resources is a big part of the adventure - use the standard encounter guidelines. City based adventure, more rp encounters than fighting, fighting is likely to be no more than once a day and possibly even have days pass without incident, attrition of resources is not supposed to be a real problem - ramp up the bad guys they're working against and assume the players will always be near full power in encounters and have more resources to spend. It also fits because most city battles at my table tend to be cinematic events rather than random encounters. Wilderness adventures - somewhere in between Dungeon crawls and City based. If the adventure is about getting to a dungeon then it's closer to the dungeon model, because expended resources will be important (and really that "wilderness" is just an extension of the dungeon in a lot of ways). If the adventure is about getting from one city to another and it's actually an adventure and not just a "red line" where we do it as a montage, then closer to the city encounter balance. With those tweaks in mind I can follow either rules as written or the Epic Hero variant and things generally work pretty smoothly. I struggled with city encounters for a bit in 5e until I realized that if the problem was that the players had more resources available, that meant they could face off against bigger challenges so it wasn't really a "rest" issue it was a challenge level issue at my table. [/QUOTE]
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The Resting Mechanics - What Works Best?
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