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What's not going to cost discipline points for the Monk to do now?
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<blockquote data-quote="tetrasodium" data-source="post: 9171285" data-attributes="member: 93670"><p>That actually adds weight to what I said <a href="https://www.enworld.org/threads/whats-not-going-to-cost-discipline-points-for-the-monk-to-do-now.700350/post-9170322" target="_blank">earlier</a> about the gameplay you described. The things you described leading to the rest choices are not how play works, instead it was narrative summary from the gm</p><p>[spoiler="for example"]</p><p></p><p>A hook is a hook, this is fine as is or if it was played out in more detail, things need to start <em>somewhere</em>.</p><p></p><p>This is not something the players can be aware of without the story <a href="https://youtu.be/dCmKwSzXMAE?t=517" target="_blank">author</a> telling them as the GM. Even if players assume that it might be an issue 5e is designed to ensure that it probably <em>can't</em> matter.</p><p></p><p><strong>I'll reference this answer a few times & just noting this here so I don't keep repeating it. </strong> That's always a "risk" but 5e rest mechanics are designed to ensure that the response from an interrupted rest is to finish the combat and say "so whatever.. lets take a rest". Thanks to their explosive recovery & near impossible chances of finishing a rest worse than you started "what if there is another encounter?" is a question answered with "<em>so what? more loot/exp/smash is good!</em>" </p><p></p><p>The bold part is a reasonable breadcrumb from the GM, the rest is the party being strapped to the <a href="https://youtu.be/dCmKwSzXMAE?t=517" target="_blank">author's</a> story missile. Worse still is that 5e does not even have a mechanic that the GM <em>could</em> leverage to lob in a breadcrumb at cost to speed things up like the underlined part. Either multiple <em>session time consuming</em> interactions & efforts at scouting/exploration each with a chance to insert a rest are condensed into a summary or the <a href="https://youtu.be/dCmKwSzXMAE?t=517" target="_blank">author's</a> story missile is still continuing on its course here.</p><p></p><p>How do the players come to this conclusion without a <a href="https://youtu.be/dCmKwSzXMAE?t=517" target="_blank">novelist</a> telling them? The players can on their own <em>if</em> you go from the short couple sessions of TSC to a long running many session campaign of investigating these goblins or whatever, but doing that runs the risk of players losing the ball on a story that has too many elements rubn</p><p></p><p>See my last comment on 5e rest design.</p><p></p><p>5e dialed back on attrition to such an extreme degree than encounter length(A) is really only a concern for losing interest when it drags on boring everyone. Going beyond that though it really doesn't matter because PC's are designed with 6-8 encounter day expecting gas tanks on top of monsters being designed for inefficacy and the previously noted rest guarantees. For much the same reasons it becomes virtually impossible for (B) to be a concern without the <a href="https://youtu.be/dCmKwSzXMAE?t=517" target="_blank">author</a> telling players <em>and</em> having players not call their bluff </p><p></p><p>The bold part is ok summarization of an encounter. The rest is thwarted by the design of rest mechanics in 5e giving the players a concrete certainty that everything will be ok if they just say "so what, lets take a rest here" and rely on the expectation that the GM won't TPK them</p><p></p><p>"harder" is a relic of past editions that fails to carry over well into 5e thanks to safe+explosive rest design monster inefficacy & bloated encounter day expectations. The players know that the GM is not going to bore them to death with dozens of goblins all at once capable of focus firing PCs into a fine red mist and they know that if the GM drags out the later encounter with endless stragglers it will reflect poorly on the GM in a way likely to blow up the campaign or result in losing players to boredom if it keeps happening</p><p></p><p>That's not how 5e rest mechanics work at all and the previous issues with encounter day bloat +incapable monsters still applies</p><p></p><p>[/spoiler]</p><p></p><p></p><p>I've seen many players who both expect and demand a rest schedule of every encounter or two. Worse is that the other players are incentivized to say "sure whatever" when the <em>"but I neeed those rests to keep up</em>" card gets played & just dig in along with the player(s) pushing for all those rests simply to avoid being fun police for bad design.</p><p></p><p>I've also seen more than one poster on here say that a rest schedule like that is something that they feel entitled to, often with a justification like "because it's fun".</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9171285, member: 93670"] That actually adds weight to what I said [URL='https://www.enworld.org/threads/whats-not-going-to-cost-discipline-points-for-the-monk-to-do-now.700350/post-9170322']earlier[/URL] about the gameplay you described. The things you described leading to the rest choices are not how play works, instead it was narrative summary from the gm [spoiler="for example"] A hook is a hook, this is fine as is or if it was played out in more detail, things need to start [I]somewhere[/I]. This is not something the players can be aware of without the story [URL='https://youtu.be/dCmKwSzXMAE?t=517']author[/URL] telling them as the GM. Even if players assume that it might be an issue 5e is designed to ensure that it probably [I]can't[/I] matter. [B]I'll reference this answer a few times & just noting this here so I don't keep repeating it. [/B] That's always a "risk" but 5e rest mechanics are designed to ensure that the response from an interrupted rest is to finish the combat and say "so whatever.. lets take a rest". Thanks to their explosive recovery & near impossible chances of finishing a rest worse than you started "what if there is another encounter?" is a question answered with "[I]so what? more loot/exp/smash is good![/I]" The bold part is a reasonable breadcrumb from the GM, the rest is the party being strapped to the [URL='https://youtu.be/dCmKwSzXMAE?t=517']author's[/URL] story missile. Worse still is that 5e does not even have a mechanic that the GM [I]could[/I] leverage to lob in a breadcrumb at cost to speed things up like the underlined part. Either multiple [I]session time consuming[/I] interactions & efforts at scouting/exploration each with a chance to insert a rest are condensed into a summary or the [URL='https://youtu.be/dCmKwSzXMAE?t=517']author's[/URL] story missile is still continuing on its course here. How do the players come to this conclusion without a [URL='https://youtu.be/dCmKwSzXMAE?t=517']novelist[/URL] telling them? The players can on their own [I]if[/I] you go from the short couple sessions of TSC to a long running many session campaign of investigating these goblins or whatever, but doing that runs the risk of players losing the ball on a story that has too many elements rubn See my last comment on 5e rest design. 5e dialed back on attrition to such an extreme degree than encounter length(A) is really only a concern for losing interest when it drags on boring everyone. Going beyond that though it really doesn't matter because PC's are designed with 6-8 encounter day expecting gas tanks on top of monsters being designed for inefficacy and the previously noted rest guarantees. For much the same reasons it becomes virtually impossible for (B) to be a concern without the [URL='https://youtu.be/dCmKwSzXMAE?t=517']author[/URL] telling players [I]and[/I] having players not call their bluff The bold part is ok summarization of an encounter. The rest is thwarted by the design of rest mechanics in 5e giving the players a concrete certainty that everything will be ok if they just say "so what, lets take a rest here" and rely on the expectation that the GM won't TPK them "harder" is a relic of past editions that fails to carry over well into 5e thanks to safe+explosive rest design monster inefficacy & bloated encounter day expectations. The players know that the GM is not going to bore them to death with dozens of goblins all at once capable of focus firing PCs into a fine red mist and they know that if the GM drags out the later encounter with endless stragglers it will reflect poorly on the GM in a way likely to blow up the campaign or result in losing players to boredom if it keeps happening That's not how 5e rest mechanics work at all and the previous issues with encounter day bloat +incapable monsters still applies [/spoiler] I've seen many players who both expect and demand a rest schedule of every encounter or two. Worse is that the other players are incentivized to say "sure whatever" when the [I]"but I neeed those rests to keep up[/I]" card gets played & just dig in along with the player(s) pushing for all those rests simply to avoid being fun police for bad design. I've also seen more than one poster on here say that a rest schedule like that is something that they feel entitled to, often with a justification like "because it's fun". [/QUOTE]
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