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What is "broken" in 5e?
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<blockquote data-quote="Blue" data-source="post: 6995106" data-attributes="member: 20564"><p>You know, I mentions things that I could fix with house rules, but didn't mention my absolute biggest complaint with 5e. It's the only thing about 5e that I hate.</p><p></p><p><strong>Expected Encounters per Long or Short Rests</strong> - this is a killer. The game really is balanced around 6-8 encounters per long rest and 2-3 per short rest. People talk about how their players walk all over encounters, and then hand wave that it's their fault when it's the only encounter in a day and the players know it. It's insidious because it is freaking huge in second order effects but not so obvious directly.</p><p></p><p>Tying getting everything back to a period of time, has a lot of verisimilitude. But then expecting that DMs will want to run every adventuring day so that there are no combat encounters, or 6-8 medium/difficult encounters breaks everything. Very often that number doesn't make sense for what's happening. Heck, I use the 5 Room Dungeon design philosophy often, I don't have 6-8 combat encounters planned for the whole adventure. I run evenings every other week and would be lucky to get 2 medium difficulty combats in, so we're talking about 1.5-2 MONTHS of real time for each adventuring day to maintain the pace it's balanced against.</p><p></p><p>You can run more difficult combats. They don't use up resources at the same rate. Buffs may last for a full combat regardless of how difficult, etc. It helps, it's not a solution.</p><p></p><p>Basically, I want, no I need the freedom to: not force a certain amount of combats between people sleeping. But at the least make it a more reasonable like 3-4 encounters and short rest become per-encounter.</p><p></p><p>My "worst case" solution above will give me the least satisfaction but will also require redoing the resource management and balance of every class. At that point just play another game.</p><p></p><p>But the other part can be handled by to unlatching regaining resources from sleeping. There are DMG variants that change it to a week or whatever. Frankly, I'd rather have it based on my needs for my current adventure, so I'd rather be a bit gamist and make short rest resources come back after every other fight and long rest come back after every 6 fights. Regardless of sleeping. (Maybe leave recuperating HD to sleep.) But that can break the narrative and verisimilitude easily.</p></blockquote><p></p>
[QUOTE="Blue, post: 6995106, member: 20564"] You know, I mentions things that I could fix with house rules, but didn't mention my absolute biggest complaint with 5e. It's the only thing about 5e that I hate. [b]Expected Encounters per Long or Short Rests[/b] - this is a killer. The game really is balanced around 6-8 encounters per long rest and 2-3 per short rest. People talk about how their players walk all over encounters, and then hand wave that it's their fault when it's the only encounter in a day and the players know it. It's insidious because it is freaking huge in second order effects but not so obvious directly. Tying getting everything back to a period of time, has a lot of verisimilitude. But then expecting that DMs will want to run every adventuring day so that there are no combat encounters, or 6-8 medium/difficult encounters breaks everything. Very often that number doesn't make sense for what's happening. Heck, I use the 5 Room Dungeon design philosophy often, I don't have 6-8 combat encounters planned for the whole adventure. I run evenings every other week and would be lucky to get 2 medium difficulty combats in, so we're talking about 1.5-2 MONTHS of real time for each adventuring day to maintain the pace it's balanced against. You can run more difficult combats. They don't use up resources at the same rate. Buffs may last for a full combat regardless of how difficult, etc. It helps, it's not a solution. Basically, I want, no I need the freedom to: not force a certain amount of combats between people sleeping. But at the least make it a more reasonable like 3-4 encounters and short rest become per-encounter. My "worst case" solution above will give me the least satisfaction but will also require redoing the resource management and balance of every class. At that point just play another game. But the other part can be handled by to unlatching regaining resources from sleeping. There are DMG variants that change it to a week or whatever. Frankly, I'd rather have it based on my needs for my current adventure, so I'd rather be a bit gamist and make short rest resources come back after every other fight and long rest come back after every 6 fights. Regardless of sleeping. (Maybe leave recuperating HD to sleep.) But that can break the narrative and verisimilitude easily. [/QUOTE]
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