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D&D 5E How many encounters per day is YOUR average?

On average, how many combat encounters do you experience per day in a 5e game?


tetrasodium

Legend
Supporter
Epic
Maybe their party has a Rogue and/or an less highly-optimised Fighter?

In light of your evidence, those would seem to not be well balanced for single-encounter days compared to the classes that can dump long-rest resources at will.
nobody can really "dump long-rest resources at will" because of the limits imposed by concentration & the action economy. d&d isn't like mechwarrior* where you can link all your weapons to theoretically fire every single weapon as fast as it will fire even if doing so generates so much heat that you explode on the first salvo. A class based around "long rest resources" really doesn't improve much with fewer encounters like classes with short rest resources outside of very specific flavors of fewer encounters.

* It's been so many years since I last played battletech I don't really remember how linked weapons/nova strike type assaults worked mechanically beyond being devastating for both mechs
 

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FrogReaver

As long as i get to be the frog
Now one thing that was brought up that I do agree with, is the consistency of how the DM does encounter/day is very important. If a DM throws in a big encounter day after so often.... than that at least keeps the players on their toes. They at least have to go "do I REALLY want to blow my last spell right now?" If players are confident that "this is the final fight of the day and I will get to rest after this", then they will consistently go full fury and nova things to the ground.
Many short rest resources are once per short rest. Inconsistent adventuring days actually hurt classes with such abilities more than they do the long rest classes.
 

The fighter i listed was a basic half orc battlemaster fighter than used a great sword with corresponding style and maxed str. No feats. That’s not a highly optimized fighter.
Ah. Yep. Apparently I can't tell the difference between gwf and gwm.

i already called out the rogue as not balanced in short adventuring days.
In that post.
In a different post you then stated that the classes were combat balanced for short adventuring days, and reacted extremely unpleasantly when someone pointed out that their experiences did not match up to that statement.

nobody can really "dump long-rest resources at will" because of the limits imposed by concentration & the action economy. d&d isn't like mechwarrior* where you can link all your weapons to theoretically fire every single weapon as fast as it will fire even if doing so generates so much heat that you explode on the first salvo. A class based around "long rest resources" really doesn't improve much with fewer encounters like classes with short rest resources outside of very specific flavors of fewer encounters.
The example wizard dumped all of their highest-level spell slots into AoE damage spells in the first three rounds of the combat, then followed up with a slot of their next lowest on the last round. Those are all long rest resources, and they chose to dump them when they wanted to.
Even if they only caught three enemies in those AoEs, they're doing twice the damage of the fighter while maintaining better defences.

Of course, in a later fight that day, after a short rest, the fighter will be performing the same as they did on that first fight, whereas the wizard will probably be doing less than half the total damage they did on the first fight.
The fight after the second short rest of the day, the fighter will perform the same as they did on the first again. However the wizard will be down to cantrips, and so the fighter will be catching up to them.

So I have to disagree with you: the class based on long rest resources improves a lot with consistently fewer encounters.
As maths goes, its pretty basic, but it is also borne out by my experience with one-shots and AL modules.

Many short rest resources are once per short rest. Inconsistent adventuring days actually hurt classes with such abilities more than they do the long rest classes.
No, short adventuring days with few or no short rests hurt classes with short rest resource ability classes. Inconsistent and long adventuring days hurt long rest classes more than short rest classes, because they have to be more careful about budgeting.
 

tetrasodium

Legend
Supporter
Epic
Ah. Yep. Apparently I can't tell the difference between gwf and gwm.


In that post.
In a different post you then stated that the classes were combat balanced for short adventuring days, and reacted extremely unpleasantly when someone pointed out that their experiences did not match up to that statement.


The example wizard dumped all of their highest-level spell slots into AoE damage spells in the first three rounds of the combat, then followed up with a slot of their next lowest on the last round. Those are all long rest resources, and they chose to dump them when they wanted to.
Even if they only caught three enemies in those AoEs, they're doing twice the damage of the fighter while maintaining better defences.

Of course, in a later fight that day, after a short rest, the fighter will be performing the same as they did on that first fight, whereas the wizard will probably be doing less than half the total damage they did on the first fight.
The fight after the second short rest of the day, the fighter will perform the same as they did on the first again. However the wizard will be down to cantrips, and so the fighter will be catching up to them.

So I have to disagree with you: the class based on long rest resources improves a lot with consistently fewer encounters.
As maths goes, its pretty basic, but it is also borne out by my experience with one-shots and AL modules.


No, short adventuring days with few or no short rests hurt classes with short rest resource ability classes. Inconsistent and long adventuring days hurt long rest classes more than short rest classes, because they have to be more careful about budgeting.
first three rounds?... Sure lets say it's a level 13 wizard... That's:
  • the one 7th level slot they just got
  • the one 6th level slot they got at the same time the fighter got his third attack.
  • One of the two 5th level slots the wizard got at 9(1 slot) & 10 (2nd).
  • The wizard has 3 4th level slots he got one by one at level 7 8 & 9
  • the wizard has the same three 3rd level slot since level six.
That wizard can't concentrate on more than one spell at a time so only one of those spells can be concentration & the others need to be non-concentration spells. Since your claiming that there is some super duper nova going on here fill in the three spells.
 



ad_hoc

(they/them)
Alright, cool, thanks.

Or I'll make the concessions I want to make for my games and anticipate what my players will ask me (what do you mean my character can't long rest in the wilderness, she's a Hermit/he was raised by wolves/they're a ranger/etc) based on their backgrounds and skills.

What actually is a long rest though? Or a hit point for that matter?

The point of the rules is to facilitate a storytelling game in a genre.

Not to try to be a simulation engine.

Where someone can long rest is the least of your worries if you're trying to create a reality simulator.

If a player were to ask me that I would tell them that resting is a pacing mechanic and has little to do with character abilities. I had the same conversation with a new player who made an elf. He misread the ability as getting extra long rests.
 

FrogReaver

As long as i get to be the frog
first three rounds?... Sure lets say it's a level 13 wizard... That's:
  • the one 7th level slot they just got
  • the one 6th level slot they got at the same time the fighter got his third attack.
  • One of the two 5th level slots the wizard got at 9(1 slot) & 10 (2nd).
  • The wizard has 3 4th level slots he got one by one at level 7 8 & 9
  • the wizard has the same three 3rd level slot since level six.
That wizard can't concentrate on more than one spell at a time so only one of those spells can be concentration & the others need to be non-concentration spells. Since your claiming that there is some super duper nova going on here fill in the three spells.
Since I don't expect he will answer - I'm figuring something like Animate Objects + Disintegrate + Disintegrate = 227 Damage over 3 rounds.

Featless and Magic Weaponless Paladins and Fighters should be able to get pretty close to that (at least 180 but probably 200+)
Barbarians fall behind here.
Monks can't keep up in direct damage but they can stun alot at that level. This is probably more impressive than damage.
A Druid using conjure animals can keep up depending on the animal he can summon. Wolves would do about 270.
A typical cleric does much less. Maybe 150ish (some of that is AOE though)
 

ad_hoc

(they/them)
The game is designed as a tactical skirmish game.
The deaigners say it can also be a story game.
I think the designers don't know much about RPGs.
Not sure is serious.

The game is described as a cooperative storytelling game. That is the purpose of the game.

You can try to play it as a tactical strategy game but it will be a terrible one. My suggestion is to actually go play a competitive strategy game if that is what you want. There are a lot of good ones out there where people can actually be competitive and in a timely manner.
 

guachi

Hero
The best thing I've done as a DM was to ditch most short rest mechanics, triple their usage, and run everything off of a long rest. Then I modified long rests and healing rules and 4-8 encounters per day saw lots and lots of resource usage and I think the players felt like they were all contributing and using every trick in their arsenal to overcome challenges.
 

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