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last encounter was totally one-sided
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<blockquote data-quote="Flamestrike" data-source="post: 6972412" data-attributes="member: 6788736"><p>This. A million times this.</p><p></p><p>Sometimes my players get the one deadly++ encounter. Sometimes they'll get several smaller ones in a row. Often they'll get 6-8 with enough time for 2-3 short rests. Sometimes they'll get the one or two easy encounters. Sometimes the encounters can be solved via social interaction or outside of simple combat. Many adventures they have a time constraint. On some they dont. Some they have all the time in the world to poke around and take things at their own pace.</p><p></p><p>The spotlight gets shared. Different classes shine at different times, and different players contribute during different types of encounter.</p><p></p><p>No advocate of 6-8 makes the claim that it is the one true way and you must never deviate from it. Its a useful guideline to base your adventuring days off; keep it in mind but stray from it. Use it as much as needed to make the system (and the players) self policing (so they dont get caught out of gas halfway into the dungeon).</p><p></p><p>One of my best adventures was a dungeon with teleportation portals keyed to other rooms (Lost Island of Castanamir revised to 5E). I set the PCs up to be stranded on an island with a warning that the boat would leave in 3 days (marooning them). They found the first portal, entered it and got trapped in the dungeon.</p><p></p><p>From there, they had 3 days to navigate the maze, locate the exit, and escape before getting marooned. I had 15 combat encounters designed for them (plus room for more if needed). I also had a few wandering monsters that patrolled the maze (including 2 halfling assasins that were stranded, stalking the PCs and looking for a way out).</p><p></p><p>Within that paradigm (we have enough time for 2 long rests, and as many short rests as we can afford AS LONG AS THESE DAMN HALFLINGS STOP TRYING TO KILL US!) they could take it as slow or as fast as they wanted. It took them about 6 sessions and about 20 pads of mapping paper to figure it out. They <em>just </em>made it in time.</p><p></p><p>Subject to random halfling assassin attacks of course <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6972412, member: 6788736"] This. A million times this. Sometimes my players get the one deadly++ encounter. Sometimes they'll get several smaller ones in a row. Often they'll get 6-8 with enough time for 2-3 short rests. Sometimes they'll get the one or two easy encounters. Sometimes the encounters can be solved via social interaction or outside of simple combat. Many adventures they have a time constraint. On some they dont. Some they have all the time in the world to poke around and take things at their own pace. The spotlight gets shared. Different classes shine at different times, and different players contribute during different types of encounter. No advocate of 6-8 makes the claim that it is the one true way and you must never deviate from it. Its a useful guideline to base your adventuring days off; keep it in mind but stray from it. Use it as much as needed to make the system (and the players) self policing (so they dont get caught out of gas halfway into the dungeon). One of my best adventures was a dungeon with teleportation portals keyed to other rooms (Lost Island of Castanamir revised to 5E). I set the PCs up to be stranded on an island with a warning that the boat would leave in 3 days (marooning them). They found the first portal, entered it and got trapped in the dungeon. From there, they had 3 days to navigate the maze, locate the exit, and escape before getting marooned. I had 15 combat encounters designed for them (plus room for more if needed). I also had a few wandering monsters that patrolled the maze (including 2 halfling assasins that were stranded, stalking the PCs and looking for a way out). Within that paradigm (we have enough time for 2 long rests, and as many short rests as we can afford AS LONG AS THESE DAMN HALFLINGS STOP TRYING TO KILL US!) they could take it as slow or as fast as they wanted. It took them about 6 sessions and about 20 pads of mapping paper to figure it out. They [I]just [/I]made it in time. Subject to random halfling assassin attacks of course :) [/QUOTE]
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