SpellObjectEnthusiast
Adventurer
I have played 6+ encounter/day games in both 5e and other editions of d&d (B/X, Pf1). Just because that's not how you play doesn't mean nobody does.
Are you really trying to claim that 5th ed is not based around 6-8 encounters per day? Seriously? lol
Yes lmao, it's designed around a certain XP threshold between long rests, which you most certainly can do with 6-8 encounters, but can also do with 2-4. Just because they use 6-8 as an example, which the DMG clearly notes it as an example, doesn't mean that that's the ideal. As you've said, plenty of people haven't been running that many encounters, me included, but can still manage to drain spell slots, features, and health/hit die just fine.Are you really trying to claim that 5th ed is not based around 6-8 encounters per day? Seriously? lol
Exactly. D&D has always been designed for attrition-based play and 5e is no different.D&D in any edition has never worked well if you only have 1 or 2 fights between long rests
Sorry but fighting 100 goblins 1 at the time isn’t the same as fighting 100 goblins all at once.Yes lmao, it's designed around a certain XP threshold between long rests,
I think that this would work in the current or coming framework. Just need to advice it, and design adventures around it.If they had balanced around 2-3 encounters of 6+ rounds each per day with a typical short rest between them I don’t think you’d see nearly as many complaints. And this could also have balanced out the long and short rest classes.
For harder solo encounter adventuring days make magic harder. Counterspelling enemies or spell resistance, etc.
Yeah, the Adventure Day is also a maximum, not a prescription: the closer tge PCs get to being maxed out, the more their resources will balance out fuel to attrition, but less than maximum can be fun, down to nothing even.Even reading the dungeon master's guide it doesn't explicitly say they should be doing 6-8 combat encounters a day. It states that a party can handle 6-8 medium to hard combat encounters, then states that if the combat encounters are easier the amount they can handle goes up, and if the combat encounters are harder, the amount they can handle goes down. You can very well satisfy the adventuring day experience calculations with just 2-3 combat encounters, or throw in some non-combat encounters that can drain resources like traps, puzzles, and environments (though there isn't much guidance in the 2014 books on how to factor that in, which they should include in the 2024 books in my opinion).
All in all, the book is referencing how much can be thrown at a party before needing a long rest, and used a mix of medium/hard encounters as an example but not a hard and fast rule for how a game should be run. Revisiting the example the 2014 DMG uses, four third level characters, they can handle 4,800 XP worth of monsters in a single day. Assuming you're running 3-6 monsters per encounter and using the encounter multiplier table, that could just be three encounters of two hard combat encounters and a medium combat encounter, with 250 XP left over.
Yeah, jumping from "I don't normally experience this" to "NOBIDY ANYWHERE EVER DOES THIS" is...tenuous.I have played 6+ encounter/day games in both 5e and other editions of d&d (B/X, Pf1). Just because that's not how you play doesn't mean nobody does.
I suspect that a single video that started "there is a problem with the new warlock" was responsible for killing any possibility of a wide array of things being improved before 6eI suspect they didn't because the design ethos of 5.5 is minimum changes. They didn't want the work of major system changes, the idea is to simply refresh things to sell the same books over again.
At 10yrs old, it was ripe for a new edition, but I figure this will go like 3.5. They'll spend the next 5 years pumping out all the same books over again for 5.5 with "new art!" in a compressed timeline, because less people are gonna buy them. Plus its much quicker to update books for 5.5 with "totally not AI art" to resell them again.
So we won't see any significant design changes until at least 2030 when they start making rumbles about 6.0. However if its the same people, I won't hold my breath, as they'll just video gamify the game more. Utterly forgetting that RPGs do not play like videogames, and we don't want them to.
No... That's just untrue, There is a long post on reddit here where someone did an excellent job of breaking down why.Yes lmao, it's designed around a certain XP threshold between long rests, which you most certainly can do with 6-8 encounters, but can also do with 2-4. Just because they use 6-8 as an example, which the DMG clearly notes it as an example, doesn't mean that that's the ideal. As you've said, plenty of people haven't been running that many encounters, me included, but can still manage to drain spell slots, features, and health/hit die just fine.
And just right after it: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.
So right there we have a rough outline of an "adventuring day." 6-8 medium or hard encounters, with two short rests, per long rest. And there are a lot of arguments about what this actually means.In general, over the course of a full adventuring day, the party will likely need to take two short rests, about one-third and two-thirds of the way through the day.