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Where did the 6-8 encounter standard come from?
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<blockquote data-quote="Nevvur" data-source="post: 7277907" data-attributes="member: 6783882"><p>I ran the variant routine through a white room, and I was a bit surprised at how big a difference the 1 rest makes in a DPR race between a wiz and lock (~100 damage over 15 rounds of combat, or ~6 DPR). Many of the assumptions I used heavily favored the wizard though. That each encounter would have 4 targets affected by each fireball, for instance. </p><p></p><p>When the warlock got 2 full rests, he did about 2 DPR more than the wizard. The numbers I found do lend weight to the 2SR/1LR + 6-8 encounters formula as a standard.</p><p></p><p>Again, though, white room contrivances. The actual play I've witnessed has never featured a wizard saving all his spell slots for nothing but DPR, whereas I've DMd for 3 warlocks who were dedicated hex + e-blasters with a nuke on standby. Full spell casters in my games rarely spend every slot available in a single adventuring day, which again, for me, is normally comprised of 2-4 encounters. All those unused slots are effectively wasted. </p><p></p><p>Is it fair that a nominally utility based class can so greatly out-damage a striker class if the party misses a rest? Not really, but there's more to this picture. The warlock has a better chance at overcoming social challenges at no cost, for instance. Class balance means different things to different people. It has been my experience that 1 SR doesn't greatly upset it, though my experiment has made me reconsider the notion of adventuring days with 0 SRs. They rarely happened at my table in the first place, but I can see a little more clearly now how great a handicap it would be, and doubt I will intentionally design a series of encounters around it in the furture.</p><p></p><p>Conclusion: consider me half-convinced. <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="Nevvur, post: 7277907, member: 6783882"] I ran the variant routine through a white room, and I was a bit surprised at how big a difference the 1 rest makes in a DPR race between a wiz and lock (~100 damage over 15 rounds of combat, or ~6 DPR). Many of the assumptions I used heavily favored the wizard though. That each encounter would have 4 targets affected by each fireball, for instance. When the warlock got 2 full rests, he did about 2 DPR more than the wizard. The numbers I found do lend weight to the 2SR/1LR + 6-8 encounters formula as a standard. Again, though, white room contrivances. The actual play I've witnessed has never featured a wizard saving all his spell slots for nothing but DPR, whereas I've DMd for 3 warlocks who were dedicated hex + e-blasters with a nuke on standby. Full spell casters in my games rarely spend every slot available in a single adventuring day, which again, for me, is normally comprised of 2-4 encounters. All those unused slots are effectively wasted. Is it fair that a nominally utility based class can so greatly out-damage a striker class if the party misses a rest? Not really, but there's more to this picture. The warlock has a better chance at overcoming social challenges at no cost, for instance. Class balance means different things to different people. It has been my experience that 1 SR doesn't greatly upset it, though my experiment has made me reconsider the notion of adventuring days with 0 SRs. They rarely happened at my table in the first place, but I can see a little more clearly now how great a handicap it would be, and doubt I will intentionally design a series of encounters around it in the furture. Conclusion: consider me half-convinced. :) [/QUOTE]
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Where did the 6-8 encounter standard come from?
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