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Getting to 6 encounters in a day
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<blockquote data-quote="AmerginLiath" data-source="post: 7426594" data-attributes="member: 777"><p>If the party is in a classic dungeon or similar situation, the DM can design the circumstances such that PCs trying to have a Five Minute Workday are going to either be attacked, surrounded, or reinforced against. Tactically, the party will have to face/force a higher number of encounters before camping or else at best end up besieged.</p><p></p><p>If the party is in the wilderness or the like, there are still random encounters or other cases of encounters coming to the party (if the PCs decide to camp every few miles instead of making a long trek through enemy territory to rest up, what’s to stop large reinforcements from arriving in the area?). Also, even if there aren’t combats going on, the wilderness can have non-combat encounters that drain resources (and conditions that impede proper rest).</p><p></p><p>If PCs keep trying to rest after just a few encounters, it’s an issue of design more than anything, a design that regularly presents a sense of predictable safety — combat encounters being treated like scheduled sports matches instead of the fog of war. If the circumstances of the adventure and campaign are designed such that simply being awake and keeping moving to clear out space is a better tactical option than holing up, no mechanical changes or benefits are required. Plus it makes for a far more exciting story.</p></blockquote><p></p>
[QUOTE="AmerginLiath, post: 7426594, member: 777"] If the party is in a classic dungeon or similar situation, the DM can design the circumstances such that PCs trying to have a Five Minute Workday are going to either be attacked, surrounded, or reinforced against. Tactically, the party will have to face/force a higher number of encounters before camping or else at best end up besieged. If the party is in the wilderness or the like, there are still random encounters or other cases of encounters coming to the party (if the PCs decide to camp every few miles instead of making a long trek through enemy territory to rest up, what’s to stop large reinforcements from arriving in the area?). Also, even if there aren’t combats going on, the wilderness can have non-combat encounters that drain resources (and conditions that impede proper rest). If PCs keep trying to rest after just a few encounters, it’s an issue of design more than anything, a design that regularly presents a sense of predictable safety — combat encounters being treated like scheduled sports matches instead of the fog of war. If the circumstances of the adventure and campaign are designed such that simply being awake and keeping moving to clear out space is a better tactical option than holing up, no mechanical changes or benefits are required. Plus it makes for a far more exciting story. [/QUOTE]
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