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Getting to 6 encounters in a day
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<blockquote data-quote="Giltonio_Santos" data-source="post: 7427019" data-attributes="member: 36874"><p>In a "6-8 encounters before a long rest" model, many encounters only exist to put pressure on character resources. From my own experience, you can do that without resorting to combat, through traps and natural hazards. When I plan for 6 encounters before a long rest, I'm inclined to use 2-3 combats (maybe one more if external aid is possible), 1-2 traps/natural hazards and think of something else to grind resources on the way. A small dungeon example would run like:</p><p></p><p>1: Characters arrive and face the guards at the dungeon entrance.</p><p>2: More guards arrive in the middle of the fight (you get a second encounter with no chance of resting).</p><p>3: Characters enter the dungeon and go through a trap. I'd use something that they can save against for half damage.</p><p>4: One of the corridors of the dungeon actually takes them to an area infested with brown mold.</p><p>5: Third fight, probably a dangerous beast guarding the entrance to something important.</p><p>6: Characters arrive at a door that takes them to a boss fight. It's magically sealed. You must spend a spell slot to open.</p><p>7: Boss fight.</p><p></p><p>My own group would easily go through this small sample in 3 hours of play.</p><p></p><p>Now, if you're playing in an open world, I believe using the 6-8 encounters model is not really possible. If this is the case, my advice is to talk to your players before your campaign starts and ask all of them to pick classes on the same resource rotation. Rogues and barbarians are always fine, considering that they work almost the same through the whole adventure day. Rangers and Paladins work better with bards, clerics, land druids, wizards, and sorcerers, while fighters and monks would make fine companions for a warlock and a moon druid.</p></blockquote><p></p>
[QUOTE="Giltonio_Santos, post: 7427019, member: 36874"] In a "6-8 encounters before a long rest" model, many encounters only exist to put pressure on character resources. From my own experience, you can do that without resorting to combat, through traps and natural hazards. When I plan for 6 encounters before a long rest, I'm inclined to use 2-3 combats (maybe one more if external aid is possible), 1-2 traps/natural hazards and think of something else to grind resources on the way. A small dungeon example would run like: 1: Characters arrive and face the guards at the dungeon entrance. 2: More guards arrive in the middle of the fight (you get a second encounter with no chance of resting). 3: Characters enter the dungeon and go through a trap. I'd use something that they can save against for half damage. 4: One of the corridors of the dungeon actually takes them to an area infested with brown mold. 5: Third fight, probably a dangerous beast guarding the entrance to something important. 6: Characters arrive at a door that takes them to a boss fight. It's magically sealed. You must spend a spell slot to open. 7: Boss fight. My own group would easily go through this small sample in 3 hours of play. Now, if you're playing in an open world, I believe using the 6-8 encounters model is not really possible. If this is the case, my advice is to talk to your players before your campaign starts and ask all of them to pick classes on the same resource rotation. Rogues and barbarians are always fine, considering that they work almost the same through the whole adventure day. Rangers and Paladins work better with bards, clerics, land druids, wizards, and sorcerers, while fighters and monks would make fine companions for a warlock and a moon druid. [/QUOTE]
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