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D&D 5E Short rests and encounters a day.

How many encounters and short rest do you actually have on an average adventuring day?
it depends... but in general in combat heavy sessions we normally have 1-3 short rest.

The example I have that was the most was in our 'lethal variant' martial campaign when we had short rests be 6-8 hours and long rests to be a week we once went 6 weeks in game (so in theory 52 short rests) in between long rests... but we actually took 9 short rests that matttered.
 

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Vaalingrade

Legend
I much prefer designing around per encounter abilities for just this reason: No more worrying about how many encounters I have in a day. I can have 1 or 100 and it doesn't create a problem and there's no work day at all, just whatever encounters I want to happen or the PCs provoke. I don' really care about resource management or wearing the players down; combat is just another fun diversion as much as the skill challenges and social encounters are.
 

Luceilia

Explorer
I much prefer designing around per encounter abilities for just this reason: No more worrying about how many encounters I have in a day. I can have 1 or 100 and it doesn't create a problem and there's no work day at all, just whatever encounters I want to happen or the PCs provoke. I don' really care about resource management or wearing the players down; combat is just another fun diversion as much as the skill challenges and social encounters are.
There is definitely merit to the workday design as well. Spells as solutions to problems and the deliberation on when to burn them vs conserve them is an interesting scenario.

Though it loses a bit of its value in 5E where nobody is preparing slot by slot anymore.
 

Luceilia

Explorer
EDIT: And now that I edited this since it was flagged for moderation it seems unflagged...

Moderator. I accidentally double posted and if you're seeing this it means I still haven't figured out how to delete it. Sorry for the trouble ^~^
 
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EzekielRaiden

Follower of the Way
It’s not really designed around that number - it’s just that they found out after being mostly done with the design that’s how many “medium” encounters it takes to wear down the pcs. If you stick to “hard” or “deadly” it’s closer to three encounters to wear the pcs down.

Which in more story-driven play styles is still a lot.
It really is though. Or, rather, it's designed around the expectation of a certain number of combat rounds in total between long rests, and deadly (or deadly+) combats struggle to hit that number of rounds without actually killing characters for real.

That's the only way that things like Champion and Berserker can keep up with everyone else. Crits let you roll all damage dice twice and keep the total. Champions get 5% and then 10% extra crit chance. That means, on average, they get that much of their base weapon damage dice as extra damage. Even with the most powerful option (greatsword), that's something like 0.8333... points of extra damage per swing. In order to keep up with the extra damage from Battle Master maneuvers (the lowest bar to clear, just so that's explicitly stated), you're going to need a minimum number of attack rolls to balance things out. The second crit range increase comes at a level where Superiority Dice are d10s, and the BM gets 6 such dice per short rest. 6×5.5=33 damage. 33/0.8333... = 39.6. At this level, you make three attacks a round as a Fighter, so that means you need a bit more than 13 rounds' worth of attacks to keep up on average, sometimes more. (Note that, because the damage bonus only comes from crits, there's no need to factor in accuracy.)

That's 13 or more combat rounds every short rest. Unless you run incredibly long combats as a rule, that's going to mean about two combats per rest (since long rests also restore things.)

And I haven't even touched on things like Paladin, where if you know you're only getting one short rest most days, you can pump out MUCH more than 33 extra damage per short rest at level 15. Much more, generally speaking, since that baseline Improved Divine Smite has to be factored in. It Eldritch Knight, which gets daily spells instead of short rest Superiority Dice.

So...yeah. The game is balanced around expecting a large number of combat rounds...or else a smaller number of combat rounds and several cases where the spellcasters obviate a non-combat problem instantly while still keeping up with the (supposedly) super-amazing combat-specialist class.
 

Vaalingrade

Legend
There is definitely merit to the workday design as well. Spells as solutions to problems and the deliberation on when to burn them vs conserve them is an interesting scenario.

Though it loses a bit of its value in 5E where nobody is preparing slot by slot anymore.
Gonna be honest, I'm also done with spells as solutions to problems. Because they're basically the only solutions to problems now that you can't get bonuses or improve your skills anymore.

Cast the spell or succeed or try the skill check and either have a small chance of success or absolutely no chance.
 

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