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6-8 Encounter Adventuring Day as the Key to Combat as Sport/War in 5e
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<blockquote data-quote="Rhenny" data-source="post: 6811269" data-attributes="member: 18333"><p>Not cheesy at all. Let the foes do what makes sense. If they are concerned that a group of adventurers got close and killed some of their men, I think they would send out a search party (if they were confident enough). If they decide to pack up and move that's fine too. Maybe they'll even have enough time to set up a trap and then leave...or they can just set up traps and set up an ambush waiting for the party to return.</p><p></p><p>Once the players realize there are consequences for taking too much time, they will begin to change their method of exploration/investigation.</p><p></p><p>In some cases, you can have the bad guys take hostages sometimes as slaves, sometimes to torture for information, sometimes to sacrifice in a ritual or to appease another entity. This will force PCs to keep moving or they will imperil the hostages.</p><p></p><p>The key is to vary the way the foes act so that nobody is ever truly certain if they can spare even 1 hour resting, let alone 8 hours.</p><p></p><p>Also, the 6-8 encounter day assumes easy and medium encounters most of the time. If your group doesn't like that as much, 2-4 tougher encounters per day might suffice. As the Op and others have mentioned, as long as there are lots of attacks vs. PCs (over different encounters or even in 1 longer combat encounter) you increase the chances of crits against and bad luck playing a role. Two deadly combats in a row will most likely be pretty deadly, even if one of the two goes more easily for the PCs.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6811269, member: 18333"] Not cheesy at all. Let the foes do what makes sense. If they are concerned that a group of adventurers got close and killed some of their men, I think they would send out a search party (if they were confident enough). If they decide to pack up and move that's fine too. Maybe they'll even have enough time to set up a trap and then leave...or they can just set up traps and set up an ambush waiting for the party to return. Once the players realize there are consequences for taking too much time, they will begin to change their method of exploration/investigation. In some cases, you can have the bad guys take hostages sometimes as slaves, sometimes to torture for information, sometimes to sacrifice in a ritual or to appease another entity. This will force PCs to keep moving or they will imperil the hostages. The key is to vary the way the foes act so that nobody is ever truly certain if they can spare even 1 hour resting, let alone 8 hours. Also, the 6-8 encounter day assumes easy and medium encounters most of the time. If your group doesn't like that as much, 2-4 tougher encounters per day might suffice. As the Op and others have mentioned, as long as there are lots of attacks vs. PCs (over different encounters or even in 1 longer combat encounter) you increase the chances of crits against and bad luck playing a role. Two deadly combats in a row will most likely be pretty deadly, even if one of the two goes more easily for the PCs. [/QUOTE]
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6-8 Encounter Adventuring Day as the Key to Combat as Sport/War in 5e
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