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General Tabletop Discussion
*Dungeons & Dragons
The Resting Mechanics - What Works Best?
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<blockquote data-quote="clearstream" data-source="post: 8544266" data-attributes="member: 71699"><p>Looking at the text, I agree that your interpretation is justified. Toril in the default setting is a planet near a sun, so perhaps it turns. I believe Eberron is also a planet. Still, not all D&D settings must be planets, and the DMG does advise that "It's your world". In the five places that "adventuring day" appears, it is consistently measured in encounters rather than calendar time, and that's how I interpret it.</p><p></p><p>One motive is that when I look at the guidelines for advancement near the end of the DMG (in the section on experience points) and map those back to XP thresholds, it's 29 adventuring days to earn enough XP to level from 1 to 20. Were I to assume that encounters cannot be divided over multiple calendar days per "adventuring day", then for me that lands on campaign cadence that feels forced. Whereas when I assume that an "adventuring day" is about encounters, and those can be divided over multiple calendar days, I find it easier to produce a natural campaign cadence even while adhering close to the guidelines (if I choose to.)</p></blockquote><p></p>
[QUOTE="clearstream, post: 8544266, member: 71699"] Looking at the text, I agree that your interpretation is justified. Toril in the default setting is a planet near a sun, so perhaps it turns. I believe Eberron is also a planet. Still, not all D&D settings must be planets, and the DMG does advise that "It's your world". In the five places that "adventuring day" appears, it is consistently measured in encounters rather than calendar time, and that's how I interpret it. One motive is that when I look at the guidelines for advancement near the end of the DMG (in the section on experience points) and map those back to XP thresholds, it's 29 adventuring days to earn enough XP to level from 1 to 20. Were I to assume that encounters cannot be divided over multiple calendar days per "adventuring day", then for me that lands on campaign cadence that feels forced. Whereas when I assume that an "adventuring day" is about encounters, and those can be divided over multiple calendar days, I find it easier to produce a natural campaign cadence even while adhering close to the guidelines (if I choose to.) [/QUOTE]
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The Resting Mechanics - What Works Best?
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