FrogReaver
The most respectful and polite poster ever
It's said that 5e is built on the assumption of 6-8 encounters per adventuring day. I actually find that 5e remains very balanced even in 1-3 encounter adventuring days. That's what I want to discuss here. Why is it that 5e actually works just as well in a 1-3 encounter adventuring day vs a 6-8 encounter one? Also, are there any good encounter building guidelines for a 1-3 encounter day?
My reasons for 1-3 encounter days working well (in no particular order):
1. Full casters can only concentrate on one spell at a time. This leaves most of the rest of their spells being either defensive buffs or damage/healing spells - both of which are rated by the community as not very strong.
2. Short rest abilities are quite strong and getting them back after nearly every encounter does alot for characters that rely on them.
3. Fewer Encounters means more damage coming at the PC's in shorter time frames - because the difficulty of encounters you have players face in a 1-3 encounter day increases significantly compared to the difficulty of a single encounter in a 6-8 encounter day.
4. Solely at-will classes would get hosed - but no class in 5e except the rogue is purely at-will. Speaking of rogues - their claim to fame isn't combat but instead is skills and those will be even more useful. And honestly in a game where a single encounter is always very challenging by itself - out of combat solutions start to be even more appealing - potentially stealth/lockpicking instead of busting down the doors.
5. Contrary to popular belief - using long rest abilities like Rage in every encounter isn't necessarily better than using them in a few out of many encounters in the day - because the encounter difficulty gets ramped up significantly in the fewer encounter game.
I've not set down yet and tried to work out encounter building guidelines for a 1-3 encounter day. Has anyone else?
My reasons for 1-3 encounter days working well (in no particular order):
1. Full casters can only concentrate on one spell at a time. This leaves most of the rest of their spells being either defensive buffs or damage/healing spells - both of which are rated by the community as not very strong.
2. Short rest abilities are quite strong and getting them back after nearly every encounter does alot for characters that rely on them.
3. Fewer Encounters means more damage coming at the PC's in shorter time frames - because the difficulty of encounters you have players face in a 1-3 encounter day increases significantly compared to the difficulty of a single encounter in a 6-8 encounter day.
4. Solely at-will classes would get hosed - but no class in 5e except the rogue is purely at-will. Speaking of rogues - their claim to fame isn't combat but instead is skills and those will be even more useful. And honestly in a game where a single encounter is always very challenging by itself - out of combat solutions start to be even more appealing - potentially stealth/lockpicking instead of busting down the doors.
5. Contrary to popular belief - using long rest abilities like Rage in every encounter isn't necessarily better than using them in a few out of many encounters in the day - because the encounter difficulty gets ramped up significantly in the fewer encounter game.
I've not set down yet and tried to work out encounter building guidelines for a 1-3 encounter day. Has anyone else?