DM Basic rules p.57 The Adventuring Day says "Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer."
With that in mind, how do you make wilderness encounters work and avoid the 5 Minute Workday?
I'm dissatisfied with how I've been running wilderness encounters. My group, when traveling, hits one encounter every couple days that they can nuke with high-level spells, and then can rest afterwards. If the goal is for 6-8 encounters to challenge a party each day, am I running the wilderness encounter rules wrong?
1. Do you just throw a level-appropriate encounter at the party, which they nova immediately, and then get to sleep and heal back up before the chance to fight anything the next day(s)?
Or do you use one of the following options?
2. Do you roll for encounters every hour, instead of every day or two?
3. Do you throw a super hard, not level-appropriate encounter at the party that just might kill them, but at least should challenge them? This would be like some old-school encounters where you could run into a party of 40 hobgoblins, even at low levels.
4. Do you run an encounter, and then try to lure them into the creature's lair, where more encounters may lurk?
5. Do you create a web of encounters linked together that trigger when you roll one? ie: if you stumble upon Cultists in the Woods; you also will eventually have to deal with Summoned Demons, Desperate Escaping Victims, Enraged Animals freaked out by the supernatural stuff, More Cultists late to the party, Witch Hunters scouring the woods to find the cultists (and anyone else who is suspicious), Creepy Trees that will try to eat you, etc.
6. Or do you do something entirely different?
Let me know what I'm missing, and what you do to make wilderness travel as challenging as dungeon crawling.
With that in mind, how do you make wilderness encounters work and avoid the 5 Minute Workday?
I'm dissatisfied with how I've been running wilderness encounters. My group, when traveling, hits one encounter every couple days that they can nuke with high-level spells, and then can rest afterwards. If the goal is for 6-8 encounters to challenge a party each day, am I running the wilderness encounter rules wrong?
1. Do you just throw a level-appropriate encounter at the party, which they nova immediately, and then get to sleep and heal back up before the chance to fight anything the next day(s)?
Or do you use one of the following options?
2. Do you roll for encounters every hour, instead of every day or two?
3. Do you throw a super hard, not level-appropriate encounter at the party that just might kill them, but at least should challenge them? This would be like some old-school encounters where you could run into a party of 40 hobgoblins, even at low levels.
4. Do you run an encounter, and then try to lure them into the creature's lair, where more encounters may lurk?
5. Do you create a web of encounters linked together that trigger when you roll one? ie: if you stumble upon Cultists in the Woods; you also will eventually have to deal with Summoned Demons, Desperate Escaping Victims, Enraged Animals freaked out by the supernatural stuff, More Cultists late to the party, Witch Hunters scouring the woods to find the cultists (and anyone else who is suspicious), Creepy Trees that will try to eat you, etc.
6. Or do you do something entirely different?
Let me know what I'm missing, and what you do to make wilderness travel as challenging as dungeon crawling.
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