D&D 5E 6-8 encounters/day - how common is this?

I don't "grant" encounters at all. I find this whole thing weird, though @pemerton's comments (post 265, Sudoku Puzzle play) have been somewhat clarifying.

Yes you do. The sooner you realise this the better mate.

Unless your players are the one that are statting up encounters and deciding when they happen.

You create the encounters. You place the in the environment around the PCs. You determine when they happen. Encounters happen when the DM says they happen, not when the players do.
 

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The problem I see is that in a mixed group the Long Rest dependent melee classes like Barbarian & Paladin (& SR /LR Moon Druid!) outshine the short-rest Fighter, and to a lesser extent the always-on/situational Rogue. This is true across all the four 5e campaigns I'm involved in. Barbarian is particularly powerful - Moon Druid dominance fades after maybe 3rd level, Paladin quickly runs out of Smite slots, but Barbarian Rage is encounter-long and only gets stronger less likely to run out

In my 66 session 5e online game the Barbarian class was clearly most powerful through levels 1-10, though early on Rogue compared quite well, while Warlock & Fighter were weak.

These groups are getting too few encounters and not enough short rests. Long rest classes are dominating and short rest ones are falling behind.

The DM is not policing the adventuring day (he's either willfully or accidentally ignoring the recommendations and several chapters of the DMG).

In other words, it's a problem that is being created (and is thus easily fixed) by the DM. He places more encounters before the group, polices the AD, and grants more short rests per AD.

The DM of this campaign could just as easily be the type who handwaves short rests, and makes long resting extremely hard, and prefers longer AD's (in which case you would get very different results indeed).

In 5E you need to be proactive with policing the AD as DM, and keep an eye on things like this. I wouldnt let it happen at my table personally (your DM is letting long rest classes hog the limelight). I would certainly throw an adventure at the party every now and then that featured longer AD's [time limited] and frequent short rests to allow the Warlock and Fighter to shine.

An example would be the PC's [after waking up in the morning from a long rest] are approached by a mysterious elven figure and recruited to rescue an elf maiden captured by a [BBEG] and imprisoned in a local ruin 3 hours march to the north. They have to save her by midnight or a terrible demon will be released and ravage the local countryside killing thousands. Upon reaching the ruin, the party faces 12 encounters as they sack the dungeon before finally encountering the BBEG.

'Behind the curtain', the party can short rest as often as they like in this meta, including after every single encounter [long rests are impossible in this meta however due to the timing constraints imposed by the DM]. Full casters and barbarians wlll struggle - Fighters, Warlocks and Monks will be gods.

Its this kind of thing (adventure pacing) that you need to turn your mind to as DM in 5E. You need to be proactive and not simply rest on your haunches and let the PCs dictate pacing of the story and individual adventuring days. Real life isnt like that (I certainly dont have all the time in the world to do my job as a lawyer - I miss one deadline and I lose my job!) and neither should the job of saving the world.
 
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Yes you do. The sooner you realise this the better mate.

Unless your players are the one that are statting up encounters and deciding when they happen.

You create the encounters. You place the in the environment around the PCs. You determine when they happen. Encounters happen when the DM says they happen, not when the players do.

No, I generally don't determine when they happen (other than the occasional 'Bang'
encounter). "I create the environment" =/= "I determine what happens and when it happens".

Edit: I use a lot of published sandbox adventures in my campaigns. Mostly Pathfinder & OSR. I ran some of Lost Mine of Phandelver and as I recall it didn't require the PCs to get through 6-8 encounters/day
either. One thing I've noticed is that even if the PCs have lots of encounters in a day, they resolve a significant proportion non-violently, and these don't use many resources - generally 0 hit points, possibly a few spells.
 
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No, I generally don't determine when they happen (other than the occasional 'Bang'
encounter). "I create the environment" =/= "I determine what happens and when it happens".

But you do determine what and when the PCs have encounters.

If the party travels to the Orc village, you (the DM) determine if there are any Orcs there in the first place. Heck - you put the village there for the PCs to find in the first place. If you dont want them to encounter the Orcs, and instead want them to encounter frost giants and poke around in a dungeon, a 'random' frost giant encounter occurs along the way outside a previously unmapped cave. The PCs find a map on the giants that indicates a vast treasure is buried within...

Its no different from how the PCs can walk around your game world all day long looking for a blue rock. They only find one when you (as DM) place one before them. They could find 6-8 blue rocks or they could find none. Its your call as DM.

I guess your players could be statting up and creating their own encounters, deciding on the frequency of those encounters, and deciding when they actually encounter a monster or other hazard, but thats kind of weird. They probably dont need a DM at all if this is the case.
 

No, I generally don't determine when they happen (other than the occasional 'Bang'
encounter). "I create the environment" =/= "I determine what happens and when it happens".

Edit: I use a lot of published sandbox adventures in my campaigns. Mostly Pathfinder & OSR. I ran some of Lost Mine of Phandelver and as I recall it didn't require the PCs to get through 6-8 encounters/day
either. One thing I've noticed is that even if the PCs have lots of encounters in a day, they resolve a significant proportion non-violently, and these don't use many resources - generally 0 hit points, possibly a few spells.

Some of this discussion makes me wonder if the insistence on fixed adventuring days doesn't come from DMs who favor largely or exclusively linear adventure structures instead of directed acyclic graphs or Jaquays' Mode (http://hackslashmaster.blogspot.com/2011/01/on-line-structure-and-flowchart-style.html).

But I think the way 5E grants experience is also partly responsible. In 5E, vanilla, finding a secret door that allows you to "skip" straight to the end of the dungeon isn't a reward, it's a punishment, because you miss out on all the monster XP in between. Hence the talk from some quarters about "granting" encounters, since "having" encounters becomes its own perverse reward.

There's a lot that 5E DMs can learn from OSRIC games and old AD&D books. If you want to change the structure of play, you need to change the incentives.
 

S'mon said:
I don't "grant" encounters at all.
Yes you do. The sooner you realise this the better mate.

Unless your players are the one that are statting up encounters and deciding when they happen.

You create the encounters. You place the in the environment around the PCs. You determine when they happen. Encounters happen when the DM says they happen, not when the players do.
The last sentence is true in some RPG styles, but not all.

For instance, in the classic dungeon adventure, the GM draws up the dungeon and populates it, but the occurrence of encounters is determined by the players (they choose which rooms the PCs enter, and in what sequence) or by the wandering monster dice. This style of RPGing is illustrated by the AD&D DMG example of play that [MENTION=6688858]Libramarian[/MENTION] referred to upthread, by Gygax's advice in the concluding section of his PHB (on "Successful Adventuring"), and by the discussion in Moldvay Basic.

Even in a style of play that does give the GM principal authority to determine when encounters occur (and I think this is the best way to approach 4e, for instance), the GM may not decide in advance what encounters will happen.

For instance, in the current "adventuring day" of my 4e campaign, the PCs assaulted Orcus in Everlost. Between sessions I then came up with an idea for an assault by fallen angels of Tharizdun, talking advantage of the collapse of the Abyss that the PCs had triggered by (i) sealing it off from the rest of creation, and (ii) defeating Orcus, whose will had been holding Thanatos together. (See here for an actual play post.)

Then, after the PCs defeated the Tharizdun-ites and escaped Orcus's collapsing throneroom, I had to improvise an encounter with Oublivae on the Barrens (a layer of the Abyss). This ended up being a non-combat encounter, and I used it to introduce the option of the PCs going to the Raven Queen's mausoleum, lost on that Abyssal plane. They decided to, and found themselves in a three-way confrontation with Jenna Osterneth and Kas. This was not something that was planned in advance (I had the antagonists statted up, but did not in what context I might introduce them into play).

Then, in the course of this encounter, I decided to have the lich Harthoon thrown into the mix (by being conjured forth from his phyalctery, which one of the PCs was carrying without knowing that it was a lich's phylactery). That was something that I had though about as a possibility in advance, but didn't choose to do until it seemed like it would be fun at the time.

The PCs have now fled this particular battlefield and holed up inside the Raven Queen's mausoleum. I haven't decided yet what they might find in there, but I have some ideas - I think it would be interesting to apply at least just a little bit more pressure before they take an extended rest (they have 2 healing surges across 5 30th level PCs, the fighter is on 4 hp, and they have no daily powers left - so an extended rest is needed pretty soon, the last one having been after they attained 29th level).

In the sort of approach I've just described, where the GM is framing encounters based on a sense of what would be interesting in the moment, how hard to push the PCs, etc, I think it is fairly hard to stick to any sort of schedule of the sort that you outline.

In 5E you need to be proactive with policing the AD as DM, and keep an eye on things like this.

<snip>

Its this kind of thing (adventure pacing) that you need to turn your mind to as DM in 5E. You need to be proactive and not simply rest on your haunches and let the PCs dictate pacing of the story and individual adventuring days.
I think I am getting a clearer sense of what [MENTION=463]S'mon[/MENTION] found clarifying about my crossword puzzle/sudoku analogy.

As I read your posts, you are not saying simply that the 5e GM needs to manage pacing (that's true in 4e, too, I think, though it's not true eg in classic dungeon play, where pacing is something controlled to a significant extent by the players). You also seems to be saying that the 5e GM needs to establish the pacing in advance of play.

If that is what you are saying - and if that is what 5e requires - then I think it is a very limiting constraint.
[MENTION=463]S'mon[/MENTION]'s solution seems to be - in part - to drift 5e play a bit closer to 4e play by making short rests easier to get. I can see the logic of that - it then makes it easier for the GM's management of pacing to be a bit more spontaneous in the way I've tried to illustrate above. Maybe it also helps with dungeon-style play, as a 15 minute short rest is more of a viable trade-off against wandering monster checks than a whole hour (and probably more verisimilitudinous, too, in this context).
[MENTION=6787650]Hemlock[/MENTION], after your post about OSR/AD&D style incentives, I'm curious - have you adjusted your approach to 5e, or houseruled anything, to deal with some of the issues being discussed in this thread?
 

Its no different from how the PCs can walk around your game world all day long looking for a blue rock. They only find one when you (as DM) place one before them.
They could find 6-8 blue rocks or they could find none. Its your call as DM.

I'd make some dice rolls influenced by the environment for whether there are blue rocks around, and PCs would make search rolls to locate them. Blue rocks wouldn't be set in stone. :p

I think I've gone over everything with you already and you seem to be just repeating prior points, so I probably won't respond further.
 

[MENTION=463]S'mon[/MENTION]'s solution seems to be - in part - to drift 5e play a bit closer to 4e play by making short rests easier to get. I can see the logic of that - it then makes it easier for the GM's management of pacing to be a bit more spontaneous in the way I've tried to illustrate above. Maybe it also helps with dungeon-style play, as a 15 minute short rest is more of a viable trade-off against wandering monster checks than a whole hour (and probably more verisimilitudinous, too, in this context).

It's about shifting it towards a pre-3e mode -
explore-fight-rest-explore-talk-explore-fight-rest etc - with improved cross-class balance.
It's not really about shifting towards a 4e 'dramatic pressure' style, which I've seen not
work in 5e. 4e is the only iteration of D&D I'd use for Pemertonian style. :D
 

It's not really about shifting towards a 4e 'dramatic pressure' style, which I've seen not work in 5e. 4e is the only iteration of D&D I'd use for Pemertonian style
Interesting. Why does 5e not work for this style?

It's about shifting it towards a pre-3e mode - explore-fight-rest-explore-talk-explore-fight-rest etc - with improved cross-class balance.
Makes sense. Was my comment about helping with dungeon-style play on the right track in this respect, or are there other aspects to this that I'm missing?
 

Its no different from how the PCs can walk around your game world all day long looking for a blue rock. They only find one when you (as DM) place one before them. They could find 6-8 blue rocks or they could find none. Its your call as DM.
I'd make some dice rolls influenced by the environment for whether there are blue rocks around, and PCs would make search rolls to locate them.
This was discussed at (great? excessive?) length in the recent "fail forward" thread.

Another approach is to just set the appropriate DC for the geology/Perception/whatever check (mathematically, this can - at least in principle - incorporate the GM's "make a roll to see if they're there" check).
 
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