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General Tabletop Discussion
*Dungeons & Dragons
6-8 encounters (combat?)
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<blockquote data-quote="Minigiant" data-source="post: 8772394" data-attributes="member: 63508"><p>But that's not the issue.</p><p></p><p>The issue is that 5e is designed for the party to get to 6-8 encounters with 2-3 short rest to maintain balance (nott based on favoritism)</p><p></p><p>social and exploration encounters that do not drain resources nor create other encounters that drain resources for not count to the threshold.</p><p></p><p>That's a large threshold that can easily be not met organically.</p><p></p><p>The question is on solution.</p><p></p><p>"Time pressure with known stake" or doom clocks can be used. However it is hard to use constantly while keeping adventuring from being stale or run by contrived forces.</p><p></p><p>Random encounters is another. However again, if used frequently the randomness disappears.</p><p></p><p>Changing rest schedule mechanics works for some. However it creste ripple effects.</p><p></p><p>Personally I use the mana concentration/leyline method..Certain areas let you hel and restore features better due to a high concentration of magic. Dungeons are often stop leylines or built with Magic concentrators.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 8772394, member: 63508"] But that's not the issue. The issue is that 5e is designed for the party to get to 6-8 encounters with 2-3 short rest to maintain balance (nott based on favoritism) social and exploration encounters that do not drain resources nor create other encounters that drain resources for not count to the threshold. That's a large threshold that can easily be not met organically. The question is on solution. "Time pressure with known stake" or doom clocks can be used. However it is hard to use constantly while keeping adventuring from being stale or run by contrived forces. Random encounters is another. However again, if used frequently the randomness disappears. Changing rest schedule mechanics works for some. However it creste ripple effects. Personally I use the mana concentration/leyline method..Certain areas let you hel and restore features better due to a high concentration of magic. Dungeons are often stop leylines or built with Magic concentrators. [/QUOTE]
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