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How to Think About 6-8 Encounters Per Day
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<blockquote data-quote="Woas" data-source="post: 6839420" data-attributes="member: 16317"><p>The Adventuring Day and it's supposed 6 -8 encounters per is something I've been thinking about a bit too. One big question I ask myself is, what actually is an Adventuring DAY? Is that an actual In Game 24 hours (or whatever time period your game world uses)? Not all adventures and quests are measured on the same scale. Assuming the 24 hour Adventuring Day, this really makes overland adventures very awkward. And on the reverse side for shorter forays into small 3 to 6 room dungeons, keeps, necromancer's towers, abandoned moat houses, and the like that may have all 8 encounters but packed together to be completed in less time than taking a short rest! There have been plenty of times I can recall having the characters trek to an adventuring site and describing the heroes arriving by late morning or mid-day. After 5 Real Life hours of gaming, one of the players asks, "How much time has passed in the game?" and you look down and realize that the combined rounds of combat over the encounters equals.... minutes!! Add in the 400 feet of tunnels and caves the party has explored and the time taken looking in nooks and crannies - and really you're stretching it if that's more than an In Game hour total!</p><p></p><p>What I've come to believe is that the Adventuring Day is malleable and dynamic, like Tony Vargas mentions, depending on the situation and adventure at hand. What's the difference if the 6 - 8 encounters happen over the course of an hour or a week In Game? Ultimately it's up to the DM to decided what the correct Length of Day is for any situation. But personally what I've found works for me is that there are 3 levels for the Adventuring Day. I call them Short-Adventure, (Regular) Adventure, and Perilous Journey. The Short-Adventure Day is as I described above. Where 6 - 8 encounters come hot and heavy and it will be assumed that the characters would handle these encounters all within an In Game hour or there about. The characters should still be able to take their short rests between a few encounters. But it would be silly if the characters had to stop and hide in a broom closet for an hour! So in this case a short rest becomes 5 minutes. A long rest is 2 hours. A regular Adventure is more in line of the classic 'dungeon'. Nothing changes here, resting would still be 1 hour/8 hour for short and long. These are the dungeons that have multiple floors, long distances between internal locations that actually end up taking several forays into the depths to fully explore. Finally the Perilous Journey is for long, multi day treks. Again I think it is hard to believe that every single day while traveling the heroes should face 6 - 8 random encounters. As if they are all lined up with a number waiting to jump out behind a rock to get the characters. And on the flip side, having a single encounter for the characters to go Super Saiyan on and then be able to long rest is equally as anti-climatic and unnecessary. So in this case a short rest is 12 hours, a long rest is 24. With this, those 6 - 8 encounters are spread across days effectively making overland trekking itself the Adventuring Day.</p><p></p><p>And of course this info shouldn't be hidden to the players. Although I don't personally tell them up front, "Oh this adventure is going to be a short-adventure!" the info does come out once the adventure is under way. And once the tempo is set, both the players and DM need to trust that the tempo won't change.</p></blockquote><p></p>
[QUOTE="Woas, post: 6839420, member: 16317"] The Adventuring Day and it's supposed 6 -8 encounters per is something I've been thinking about a bit too. One big question I ask myself is, what actually is an Adventuring DAY? Is that an actual In Game 24 hours (or whatever time period your game world uses)? Not all adventures and quests are measured on the same scale. Assuming the 24 hour Adventuring Day, this really makes overland adventures very awkward. And on the reverse side for shorter forays into small 3 to 6 room dungeons, keeps, necromancer's towers, abandoned moat houses, and the like that may have all 8 encounters but packed together to be completed in less time than taking a short rest! There have been plenty of times I can recall having the characters trek to an adventuring site and describing the heroes arriving by late morning or mid-day. After 5 Real Life hours of gaming, one of the players asks, "How much time has passed in the game?" and you look down and realize that the combined rounds of combat over the encounters equals.... minutes!! Add in the 400 feet of tunnels and caves the party has explored and the time taken looking in nooks and crannies - and really you're stretching it if that's more than an In Game hour total! What I've come to believe is that the Adventuring Day is malleable and dynamic, like Tony Vargas mentions, depending on the situation and adventure at hand. What's the difference if the 6 - 8 encounters happen over the course of an hour or a week In Game? Ultimately it's up to the DM to decided what the correct Length of Day is for any situation. But personally what I've found works for me is that there are 3 levels for the Adventuring Day. I call them Short-Adventure, (Regular) Adventure, and Perilous Journey. The Short-Adventure Day is as I described above. Where 6 - 8 encounters come hot and heavy and it will be assumed that the characters would handle these encounters all within an In Game hour or there about. The characters should still be able to take their short rests between a few encounters. But it would be silly if the characters had to stop and hide in a broom closet for an hour! So in this case a short rest becomes 5 minutes. A long rest is 2 hours. A regular Adventure is more in line of the classic 'dungeon'. Nothing changes here, resting would still be 1 hour/8 hour for short and long. These are the dungeons that have multiple floors, long distances between internal locations that actually end up taking several forays into the depths to fully explore. Finally the Perilous Journey is for long, multi day treks. Again I think it is hard to believe that every single day while traveling the heroes should face 6 - 8 random encounters. As if they are all lined up with a number waiting to jump out behind a rock to get the characters. And on the flip side, having a single encounter for the characters to go Super Saiyan on and then be able to long rest is equally as anti-climatic and unnecessary. So in this case a short rest is 12 hours, a long rest is 24. With this, those 6 - 8 encounters are spread across days effectively making overland trekking itself the Adventuring Day. And of course this info shouldn't be hidden to the players. Although I don't personally tell them up front, "Oh this adventure is going to be a short-adventure!" the info does come out once the adventure is under way. And once the tempo is set, both the players and DM need to trust that the tempo won't change. [/QUOTE]
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