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Why can't we solve D and D's pacing
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problems by just using harder
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encounters? Very simply, we can. We
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absolutely can do that. The 6 to8
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encounter day gives us an experience
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budget that we are expected to use over
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the course of an adventuring day to
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adequately challenge our players to
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adequately deplete their resources so
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that they feel some kind of resource
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strain. You want the hit points low. You
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want the spell slots used. like you want
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them to go through their limited
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resources, otherwise they just blow up
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every single encounter in the first
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round. And that's really just not what
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we want from the game. But that XP
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budget doesn't actually limit us to six
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to eight encounters. In the 2014 rules,
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the XP budget was big enough that you
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could do three deadly encounters with
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the expectation of two short rests per
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long rest. So you could very much go
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deadly encounter, short rest, deadly
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encounter, short rest, deadly encounter,
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and then end the day and take a long
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rest. That's a perfectly fine way to run
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your games. And I try to run my games
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that way because all of my players have
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learned from me and they like good hard
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combat, but that isn't always the
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experience you want from the game.
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Having nothing but incredibly difficult,
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grueling combat for a lot of groups like
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that is exhausting. A lot of groups
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don't want that. Sometimes you need the
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encounters to be a little gentler, and
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that's perfectly fine. But if your group
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is down for like real hard combats every
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time initiative is rolled, yeah,
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absolutely do it. It can be really fun
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and you get to like do crazy stuff, use
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the hard monsters, throw in the
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legendary monsters and minions and all
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the things and like make it really fun
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and interesting and instead of building
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a bunch of filler encounters, you can
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just focus on the really cool ones. I
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like it, but it's not for every