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Wizard vs Fighter - the math
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<blockquote data-quote="James Gasik" data-source="post: 9182824" data-attributes="member: 6877472"><p>It's interesting that you see that as a rules exploit. While I can see how it could be viewed as an exploit of the game itself as presented, it's not illegal to take rests! It generally comes down to "do I think I can risk resting in this scenario", doesn't it?</p><p></p><p>But as you said, you are up front with your players about how you expect the game to be conducted. Most of the quibbles related to rest and recovery in the game comes down to that old gamist vs. simulationist mindset.</p><p></p><p>If D&D is a game, it could have hard rules that say "an adventure is designed with allowing no more than X short and Y long rests before it is completed". If D&D is a simulation (it's not and never has been, but many people will die on this hill), then the rule is "rest whenever you can afford to", with the understanding that there can be consequences for resting (though if these aren't adequately telegraphed, I'd call foul on any DM who decides to "punish" players for making a decision when they had no information to work with).</p><p></p><p>That the rules are quiet on this front, and basically leave it all up to the DM is just another reason why we have so much disparity between tables and people's experiences with the game. Everyone plays it differently, even the people who made the game!</p><p></p><p>In public play, for example, you might get a short rest. You rarely get a long rest. Going over the adventures carefully, they usually have very few encounters (as you have to fit the adventure in a short time); 3-4 is fairly normal. It's worth noting that the budget of 6-8 encounters fits into these 3-4 (and it's not unheard of for the mod to go over budget!), yet xp and other rewards are static no matter what you face.</p><p></p><p>But you can bring up to six players and a lot of players combat this by optimizing the heck out of their characters. This renders some adventures cakewalks, yet there are others that would be absolute meatgrinders if you didn't (and sometimes even if) you optimize.</p><p></p><p>Yet WotC apparently feels this is an appropriate way to play, and an appropriate on-ramp for people to get into 5e, despite the fact it runs counter to the paradigm in the DMG.</p><p></p><p>And their published adventures don't seem to follow these guidelines either, which really makes me wonder if trying to figure out a standard for pacing one's players is a fool's errand, unless you step in and say "look, I don't care what you do, you're going to play the adventure <em>this way </em>and not try to exploit it!".</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9182824, member: 6877472"] It's interesting that you see that as a rules exploit. While I can see how it could be viewed as an exploit of the game itself as presented, it's not illegal to take rests! It generally comes down to "do I think I can risk resting in this scenario", doesn't it? But as you said, you are up front with your players about how you expect the game to be conducted. Most of the quibbles related to rest and recovery in the game comes down to that old gamist vs. simulationist mindset. If D&D is a game, it could have hard rules that say "an adventure is designed with allowing no more than X short and Y long rests before it is completed". If D&D is a simulation (it's not and never has been, but many people will die on this hill), then the rule is "rest whenever you can afford to", with the understanding that there can be consequences for resting (though if these aren't adequately telegraphed, I'd call foul on any DM who decides to "punish" players for making a decision when they had no information to work with). That the rules are quiet on this front, and basically leave it all up to the DM is just another reason why we have so much disparity between tables and people's experiences with the game. Everyone plays it differently, even the people who made the game! In public play, for example, you might get a short rest. You rarely get a long rest. Going over the adventures carefully, they usually have very few encounters (as you have to fit the adventure in a short time); 3-4 is fairly normal. It's worth noting that the budget of 6-8 encounters fits into these 3-4 (and it's not unheard of for the mod to go over budget!), yet xp and other rewards are static no matter what you face. But you can bring up to six players and a lot of players combat this by optimizing the heck out of their characters. This renders some adventures cakewalks, yet there are others that would be absolute meatgrinders if you didn't (and sometimes even if) you optimize. Yet WotC apparently feels this is an appropriate way to play, and an appropriate on-ramp for people to get into 5e, despite the fact it runs counter to the paradigm in the DMG. And their published adventures don't seem to follow these guidelines either, which really makes me wonder if trying to figure out a standard for pacing one's players is a fool's errand, unless you step in and say "look, I don't care what you do, you're going to play the adventure [I]this way [/I]and not try to exploit it!". [/QUOTE]
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