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Jun 8, 2019 at 16:34 answer added user55434 timeline score: 2
Jun 7, 2019 at 10:23 vote accept falsedot
Jun 7, 2019 at 4:02 history edited V2Blast CC BY-SA 4.0
adjusted title to reflect question in body; added reminder about citation expections and Good Subjective guidelines; edited tags
Jun 6, 2019 at 22:22 answer added Gregory K timeline score: 8
Jun 6, 2019 at 14:41 answer added A Random Guy timeline score: 1
Jun 6, 2019 at 13:33 comment added falsedot @Akixkisu I'd say decreasing the amount of available resources so that a party is expected to spend all of them in say 3-4 medium encounters instead of 6-8 medium. Nothing to do with levelling; I removed this bit from the question to make it clearer.
Jun 6, 2019 at 13:31 comment added falsedot @Rubiksmoose while it does save some time (esp around initiative etc), having a hard encounter takes more time than a medium so it's not a perfect solution. Plus I'm already doing hard/deadly ones and also sometimes it feels better to have some easy encounters
Jun 6, 2019 at 13:27 comment added falsedot @KorvinStarmast the question is quite similar but I think it's focused on the adventuring day vs in-game day (at least most answers do). Your answer is certainly helpful but I think that the reverse budget bit is more about having 3 tougher encounters instead of 6-8 medium? I find that harder encounters typically take longer to run, so it's still about the same "XP per real time hour". The bit about having a short rest after each encounter is interesting though, maybe if we leave 1 short rest out we can also leave 1 encounter (or a third of the XP) as well?
Jun 6, 2019 at 13:25 comment added Rubiksmoose Because I think I may be missing something, it's there some reason why simply increasing the xp budget for the encounters won't work here?
Jun 6, 2019 at 13:18 history edited falsedot CC BY-SA 4.0
remove irrelevant bits
Jun 6, 2019 at 13:15 review Close votes
Jun 6, 2019 at 14:26
Jun 6, 2019 at 13:05 comment added Akixkisu Perhaps adressing specific parts of the Adventuring Day (DMG 84-85) would make this more clear for me.
Jun 6, 2019 at 13:05 comment added Erik @Akixkisu as I understand it, OP is looking for how to change characters/resources, so that if they face half as many encounters as the book recommends, they'll still be running on fumes at the end of that.
Jun 6, 2019 at 13:02 history edited Akixkisu
edited tags
Jun 6, 2019 at 12:56 comment added Akixkisu @falsedot I'm confused. Are you looking for your players to gain more XP to shorten the time that levelling requires, are you looking to make each session one fixed-level, are you looking for tips that decrease the time spent on some activities? Are you looking for ways that decrease the amount of available resources?
Jun 6, 2019 at 12:51 comment added KorvinStarmast This topic comes up a lot, and I think we have some answers on it but I may be "cross remembering" some of the discussions I am in at gitp; forums. Will try to find the related Q&A I think I am remembering. This is related: does the "reverse budget" piece of my answer help, or am I missing what your problem is?
Jun 6, 2019 at 12:50 comment added falsedot @Szega not really, I want to limit the resources so that they only need do to say 3-4 encounters instead of 6-8 per day.
Jun 6, 2019 at 12:49 history edited falsedot CC BY-SA 4.0
added 2 characters in body
Jun 6, 2019 at 12:42 comment added Szega So you want the party to expend more of their resources in encounters that are not harder?
Jun 6, 2019 at 12:37 history asked falsedot CC BY-SA 4.0