Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
6-8 encounters/day - how common is this?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The_Furious_Puffin" data-source="post: 6842100" data-attributes="member: 11831"><p>Yeah, I know. Two people have done recuts of the 5E encounter design rules that I think are a lot better:</p><p></p><p><a href="http://slyflourish.com/5e_encounter_building.html" target="_blank">http://slyflourish.com/5e_encounter_building.html</a> <-- fast and generic solution to A. </p><p></p><p><a href="https://songoftheblade.wordpress.com/2015/09/09/improved-monster-stats-table-for-dd-5th-edition/" target="_blank">https://songoftheblade.wordpress.com/2015/09/09/improved-monster-stats-table-for-dd-5th-edition/</a> <-- solves both problems but requires restats of monsters. </p><p></p><p></p><p></p><p>Sandbox games work obviously, I've run a game like this in 3.5. It's really tricky to do without fudging imho because the communication of the difficulty of an encounter prior to arriving at the encounter can be imperfect, and a modest difference in party level can result in it flipping from cakewalk to TPK. Fudging is an unsatisfactory solution for drama reasons, and if you dynamically readjust the encounters based on when the PCs arrive... well you need to do all that stuff ANYWAY except now you need to do it in 3 minutes while setting up. </p><p></p><p>This is compounded though in 5E because it's much harder to bake the 6-8 encounter adventuring workday into the structure of the game. </p><p></p><p></p><p></p><p>Don't get me wrong. I like combat. If I didn't want combat, I'd play another game. The only issue though is if you're publishing a combat heavy game the biggest single draw on my time in preparation is designing combats (natch). If you want me to do this, your tooling to support the DM (me!) in designing and running combat heavy adventures better work. I think 5E has some significant gaps in this tooling. The discussion thread I was responding to can be loosely summarised as follows:</p><p></p><p>A) It's not constructive telling me to use 6-8 encounters a day when the published adventures don't do this. </p><p>B) Why not design your own adventures, that's easy</p><p>C) I added the point that designing your own adventures is not super easy if you plan your encounters in a structured manner and don't fudge. </p><p></p><p>Yes, there are published adventures. That does (hopefully, though, see our discussion about HoTDQ) solve the encounter balance problem, but brings the 'class balance is broken because the resource schedule is not adhered to in published adventures and lots of people's actual games' back to the fore.</p></blockquote><p></p>
[QUOTE="The_Furious_Puffin, post: 6842100, member: 11831"] Yeah, I know. Two people have done recuts of the 5E encounter design rules that I think are a lot better: [url]http://slyflourish.com/5e_encounter_building.html[/url] <-- fast and generic solution to A. [url]https://songoftheblade.wordpress.com/2015/09/09/improved-monster-stats-table-for-dd-5th-edition/[/url] <-- solves both problems but requires restats of monsters. Sandbox games work obviously, I've run a game like this in 3.5. It's really tricky to do without fudging imho because the communication of the difficulty of an encounter prior to arriving at the encounter can be imperfect, and a modest difference in party level can result in it flipping from cakewalk to TPK. Fudging is an unsatisfactory solution for drama reasons, and if you dynamically readjust the encounters based on when the PCs arrive... well you need to do all that stuff ANYWAY except now you need to do it in 3 minutes while setting up. This is compounded though in 5E because it's much harder to bake the 6-8 encounter adventuring workday into the structure of the game. Don't get me wrong. I like combat. If I didn't want combat, I'd play another game. The only issue though is if you're publishing a combat heavy game the biggest single draw on my time in preparation is designing combats (natch). If you want me to do this, your tooling to support the DM (me!) in designing and running combat heavy adventures better work. I think 5E has some significant gaps in this tooling. The discussion thread I was responding to can be loosely summarised as follows: A) It's not constructive telling me to use 6-8 encounters a day when the published adventures don't do this. B) Why not design your own adventures, that's easy C) I added the point that designing your own adventures is not super easy if you plan your encounters in a structured manner and don't fudge. Yes, there are published adventures. That does (hopefully, though, see our discussion about HoTDQ) solve the encounter balance problem, but brings the 'class balance is broken because the resource schedule is not adhered to in published adventures and lots of people's actual games' back to the fore. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
6-8 encounters/day - how common is this?
Top