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General Tabletop Discussion
*Dungeons & Dragons
6-8 encounters/day - how common is this?
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<blockquote data-quote="Flamestrike" data-source="post: 6838054" data-attributes="member: 6788736"><p>The assumption is that long rest resources should last you through 6-8 encounters. Short rest resources should last around 2 encounters.</p><p></p><p>With some classes being short rest dependent, and others being long rest dependent (and long rest resources being much more potent than short rest ones) if youre only getting one or two 'big' fights between long rests, youre effectively removing the distinction between the two.</p><p></p><p>Compare a long rest dependent Wizard 10 with a short rest dependent Warlock 10 over 2 'big' fights per day, or a long rest dependent Paladin 10 vs a short rest dependent Fighter 10. Its not even close.</p><p></p><p>Now compare the exact same classes over an adventuring day featuring 8 encounters, with a short rest after every single encounter. It swings the other way entirely.</p><p></p><p></p><p></p><p>What it does is it balances the party out between each other and between the encounters. It also reduces the risk of a TPK, and makes reaching for a spell/ rage/ smite etc a <em>meaningful player choice</em>, instead of an automatic go-to.</p><p></p><p>I personally use a 6/2 split as my default ballpark target. I frame my adventures around this baseline about 50 percent of the time, with the remainder split up among shorter (or non time limited) and the rare occasional longer AD.</p><p></p><p>If we've had a lot of shorter ADs in the campaign, then I'll design an adventure with a stricter time limit. If the PCs have just had a long AD, I'll maybe back off on imposing a time limit for a while. </p><p></p><p>If I design an adventure with 15 encounters, the time limit will often be a 2-3 day limit (allowing the players to determine when - within that meta - they want to take a long rest). The players might want to push in to the adventure as far as possible before resting, in order to be able to resolve the last few fights with nova strikes (or even just to have more options available to them when they get there).</p><p></p><p>You create very different adventures and challenges this way. It makes designing your adventures a little more challenging, but it allows for a greater spread of challenges. You can have big 'John Woo' AD's where the party are free to unleash firey doom on the monsters, or longer more tense AD's where the party are conserving resources, and trying to achieve a goal (stop the BBEG) against the clock.</p><p></p><p>As long as you are prepared to buy in, its a feature, and not a bug.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6838054, member: 6788736"] The assumption is that long rest resources should last you through 6-8 encounters. Short rest resources should last around 2 encounters. With some classes being short rest dependent, and others being long rest dependent (and long rest resources being much more potent than short rest ones) if youre only getting one or two 'big' fights between long rests, youre effectively removing the distinction between the two. Compare a long rest dependent Wizard 10 with a short rest dependent Warlock 10 over 2 'big' fights per day, or a long rest dependent Paladin 10 vs a short rest dependent Fighter 10. Its not even close. Now compare the exact same classes over an adventuring day featuring 8 encounters, with a short rest after every single encounter. It swings the other way entirely. What it does is it balances the party out between each other and between the encounters. It also reduces the risk of a TPK, and makes reaching for a spell/ rage/ smite etc a [I]meaningful player choice[/I], instead of an automatic go-to. I personally use a 6/2 split as my default ballpark target. I frame my adventures around this baseline about 50 percent of the time, with the remainder split up among shorter (or non time limited) and the rare occasional longer AD. If we've had a lot of shorter ADs in the campaign, then I'll design an adventure with a stricter time limit. If the PCs have just had a long AD, I'll maybe back off on imposing a time limit for a while. If I design an adventure with 15 encounters, the time limit will often be a 2-3 day limit (allowing the players to determine when - within that meta - they want to take a long rest). The players might want to push in to the adventure as far as possible before resting, in order to be able to resolve the last few fights with nova strikes (or even just to have more options available to them when they get there). You create very different adventures and challenges this way. It makes designing your adventures a little more challenging, but it allows for a greater spread of challenges. You can have big 'John Woo' AD's where the party are free to unleash firey doom on the monsters, or longer more tense AD's where the party are conserving resources, and trying to achieve a goal (stop the BBEG) against the clock. As long as you are prepared to buy in, its a feature, and not a bug. [/QUOTE]
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Community
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6-8 encounters/day - how common is this?
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