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General Tabletop Discussion
*Dungeons & Dragons
6-8 encounters/day - how common is this?
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<blockquote data-quote="Flamestrike" data-source="post: 6836322" data-attributes="member: 6788736"><p>Yes. </p><p></p><p>Long rest resource dependent classes will have an easier time of it on shorter adventuring days (as they always have done). In response many DMs (unwisely) then ramp up the difficulty (instead of using more encounters). This just throws the balance even further out of whack, encourages nova tactics and punishes the players of short rest classes (the fighter, monk and warlock) even further.</p><p></p><p>Nothing wrong with the occasional single encounter AD of course. But dont be scared to toss in the rare meat grinder as well. Give the party 7 hours to find the exit to the dungeon or (bad thing happens) with like 12 encounters to overcome before they escape. Let the party short rest as often as they want within this meta (they could get up to six short rests in this time). Such longer ADs will favor the 'at will' classes (Champion, Rogues) and the short rest classes (Warlock, Fighter, Monk) over the full casters, barbarians and paladins (who have to stretch spell slots, rages and smites over 12 encounters and 7 hours). </p><p></p><p>In short, mix it up. Have your default aim for the 6-8/ 2 short rest mark, but throw in enough longer and shorter days (or less or fewer short or long rests) to keep the PCs guessing (and give different classes the opportunity to shine).</p><p></p><p>And dont link long rests to 'end of session'. At the end of the session make your players record HP, HD, spell slots and resources remaining - take a note yourself on a cheat sheet if needed. They have character sheets for a reason.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6836322, member: 6788736"] Yes. Long rest resource dependent classes will have an easier time of it on shorter adventuring days (as they always have done). In response many DMs (unwisely) then ramp up the difficulty (instead of using more encounters). This just throws the balance even further out of whack, encourages nova tactics and punishes the players of short rest classes (the fighter, monk and warlock) even further. Nothing wrong with the occasional single encounter AD of course. But dont be scared to toss in the rare meat grinder as well. Give the party 7 hours to find the exit to the dungeon or (bad thing happens) with like 12 encounters to overcome before they escape. Let the party short rest as often as they want within this meta (they could get up to six short rests in this time). Such longer ADs will favor the 'at will' classes (Champion, Rogues) and the short rest classes (Warlock, Fighter, Monk) over the full casters, barbarians and paladins (who have to stretch spell slots, rages and smites over 12 encounters and 7 hours). In short, mix it up. Have your default aim for the 6-8/ 2 short rest mark, but throw in enough longer and shorter days (or less or fewer short or long rests) to keep the PCs guessing (and give different classes the opportunity to shine). And dont link long rests to 'end of session'. At the end of the session make your players record HP, HD, spell slots and resources remaining - take a note yourself on a cheat sheet if needed. They have character sheets for a reason. [/QUOTE]
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6-8 encounters/day - how common is this?
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