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Easy Encounters? Don't take them for granted
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<blockquote data-quote="Sacrosanct" data-source="post: 6372763" data-attributes="member: 15700"><p>This thread is actually prompted by an earlier conversation from a few weeks ago where someone (can't recall who) mentioned how they just skip over easy encounters and don't even play them based on since they are easy, they are a cakewalk, will be boring, and you shouldn't waste your time on them.</p><p></p><p>So I paid extra attention to some of my own gaming sessions, and those of a few others to see just how easy encounters in 5e actually played out. The verdict? Just because an encounter is technically easy by the DMG encounter building rules, in no way means it should be skipped or doesn't have a significant impact.</p><p></p><p>Firstly, often an easy encounter may have other impacts further on during the game. Is that easy encounter a scout group, and if one escapes can it alert the entire force? Do they have a special item/clue that would be helpful to the players? Can they whittle down and harass the party, taking away resources so when the party ends up meeting the harder encounters they won't be at full strength?</p><p></p><p>For example, a goblin has 50XP value. Eight goblins give an XP modifier of x2.5. So that's what? 1000XP for the encounter total, as far as budget goes? By the rules, that's an easy encounter for a party of four 5th level PCs.</p><p></p><p>In this example, the party entered the goblin lair. Short version: between the hit and run tactics, the ability of goblins to hide as a bonus action after attack at advantage (since most attacks were done from being hidden), the party ended up casting I think four or five spells (two of them cure wounds) before defeating all of them. The party was at no real risk of dying or anything, but casting valuable spell slots and/or class abilities is significant if it takes away from being able to use them when they're in a much tougher encounter. This is especially true since most parties can't just take an hour for a short rest within the heart of a dungeon complex with monsters wandering around either, let along a full 8 hour rest.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 6372763, member: 15700"] This thread is actually prompted by an earlier conversation from a few weeks ago where someone (can't recall who) mentioned how they just skip over easy encounters and don't even play them based on since they are easy, they are a cakewalk, will be boring, and you shouldn't waste your time on them. So I paid extra attention to some of my own gaming sessions, and those of a few others to see just how easy encounters in 5e actually played out. The verdict? Just because an encounter is technically easy by the DMG encounter building rules, in no way means it should be skipped or doesn't have a significant impact. Firstly, often an easy encounter may have other impacts further on during the game. Is that easy encounter a scout group, and if one escapes can it alert the entire force? Do they have a special item/clue that would be helpful to the players? Can they whittle down and harass the party, taking away resources so when the party ends up meeting the harder encounters they won't be at full strength? For example, a goblin has 50XP value. Eight goblins give an XP modifier of x2.5. So that's what? 1000XP for the encounter total, as far as budget goes? By the rules, that's an easy encounter for a party of four 5th level PCs. In this example, the party entered the goblin lair. Short version: between the hit and run tactics, the ability of goblins to hide as a bonus action after attack at advantage (since most attacks were done from being hidden), the party ended up casting I think four or five spells (two of them cure wounds) before defeating all of them. The party was at no real risk of dying or anything, but casting valuable spell slots and/or class abilities is significant if it takes away from being able to use them when they're in a much tougher encounter. This is especially true since most parties can't just take an hour for a short rest within the heart of a dungeon complex with monsters wandering around either, let along a full 8 hour rest. [/QUOTE]
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