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6-8 encounters/day - how common is this?
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<blockquote data-quote="Flamestrike" data-source="post: 6839083" data-attributes="member: 6788736"><p>As an example of encounter pacing, in my current home campaign (5E, set in PF's Golarion based in Falcons Hollow, using a coversion of 3E Age of Worms AP)</p><p></p><ul> <li data-xf-list-type="ul">Adventure 1: (D0 - Hollows last hope) Party given a quest to save Falcons hollow from the plague. Time limit: People are dying daily; the longer the party take, the more die in town. The eyes of the town are on them. If the cure can be found within 3 days Laurel (the NPC that hired them) offers extra money as reward as she will be able to save more lives.</li> <li data-xf-list-type="ul">Adventure 2: (The whispering cairn). Party finds rumors of nearby ruin in the hills. Time limit: Rival adventuring band (Fighter, mage and rogue) are currently looting a nearby ruin, and the party are aware that once done, they'll then move to clear out the same tomb the PCs want to investigate. This rival NPC group are higher level than the party, and the party wants to claim the treasure for itself. The party reckon they have about 3 days max before the other NPCs come to investigate the tomb.</li> <li data-xf-list-type="ul">Adventure 3: (The three faces of evil). Modified for this adventure. The party investigate a rival lumber operation outside of camp, and discover it is the front for an evil cult. After fighting the occupants above, they descend into the depths and find a main chamber with 3 rooms leading off the main hub - each room blocked by a gate. This adventure was designed with 3 x 'deadly' encounters in each room, but the party have as much time as needed to rest before tackling each room (although the cultists may be sending reinforcements once word reaches them of the parties action above, so they cant tarry too long).</li> <li data-xf-list-type="ul">Adventure 4: (Blackwall keep) The party face a series of long drawn out skirmishes with a lizard man group seiging a castle on AD 1. Once this is resolved, they discover that the castles sorcerer has been captured by the lizard men - they have 24 hours to rescue her before she is devoured by the lizard men.</li> <li data-xf-list-type="ul">Adventure 5: (The Lost Island of Castanamir - AD&D adventure converted to 5E). On the way to Absolom, the parties ship is attacked by a chimera. The boat is damaged in the attack, and will need 3 days to repair. Investigating the mysterious island that the creature laired on while the repairs are carried out, they enter a magical portal trapping themselves in a maze of teleportation portals and strange monsters. The party have three days to find the exit, and escape before being marooned on the island.</li> </ul><p></p><p>Among these set piece adventures there have been smaller 'random encounter' single adventuring days scattered about as well. But overall, the pacing has been around 6 encounters per day, and about 2 short rests per long rest as the campaign default.</p><p></p><p>Its really not hard to police and when done correctly, it enhances the narrative, provides a mechanical balance and really adds to the game as a whole.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6839083, member: 6788736"] As an example of encounter pacing, in my current home campaign (5E, set in PF's Golarion based in Falcons Hollow, using a coversion of 3E Age of Worms AP) [LIST] [*]Adventure 1: (D0 - Hollows last hope) Party given a quest to save Falcons hollow from the plague. Time limit: People are dying daily; the longer the party take, the more die in town. The eyes of the town are on them. If the cure can be found within 3 days Laurel (the NPC that hired them) offers extra money as reward as she will be able to save more lives. [*]Adventure 2: (The whispering cairn). Party finds rumors of nearby ruin in the hills. Time limit: Rival adventuring band (Fighter, mage and rogue) are currently looting a nearby ruin, and the party are aware that once done, they'll then move to clear out the same tomb the PCs want to investigate. This rival NPC group are higher level than the party, and the party wants to claim the treasure for itself. The party reckon they have about 3 days max before the other NPCs come to investigate the tomb. [*]Adventure 3: (The three faces of evil). Modified for this adventure. The party investigate a rival lumber operation outside of camp, and discover it is the front for an evil cult. After fighting the occupants above, they descend into the depths and find a main chamber with 3 rooms leading off the main hub - each room blocked by a gate. This adventure was designed with 3 x 'deadly' encounters in each room, but the party have as much time as needed to rest before tackling each room (although the cultists may be sending reinforcements once word reaches them of the parties action above, so they cant tarry too long). [*]Adventure 4: (Blackwall keep) The party face a series of long drawn out skirmishes with a lizard man group seiging a castle on AD 1. Once this is resolved, they discover that the castles sorcerer has been captured by the lizard men - they have 24 hours to rescue her before she is devoured by the lizard men. [*]Adventure 5: (The Lost Island of Castanamir - AD&D adventure converted to 5E). On the way to Absolom, the parties ship is attacked by a chimera. The boat is damaged in the attack, and will need 3 days to repair. Investigating the mysterious island that the creature laired on while the repairs are carried out, they enter a magical portal trapping themselves in a maze of teleportation portals and strange monsters. The party have three days to find the exit, and escape before being marooned on the island. [/LIST] Among these set piece adventures there have been smaller 'random encounter' single adventuring days scattered about as well. But overall, the pacing has been around 6 encounters per day, and about 2 short rests per long rest as the campaign default. Its really not hard to police and when done correctly, it enhances the narrative, provides a mechanical balance and really adds to the game as a whole. [/QUOTE]
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