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6-8 encounters/day - how common is this?
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<blockquote data-quote="GameOgre" data-source="post: 6842512" data-attributes="member: 57914"><p>I just don't see a issue with 6-8 encounters per full heal up. I'm not trying to say YOU don't have issues with it. I just personally do not.</p><p></p><p>In my game I decide (as the DM) when rests can happen. Now this does not mean that I decide when the player characters stop fighting and get in some rest....only when that rest is rewarding enough to give hit points back.</p><p></p><p>The party can take naps all day long but unless they have earned a short rest or long rest.....it isn't going to give them hit points back. </p><p></p><p>Now my players know that after two fights they can take a short rest and get hit points back. After four they can take another and after six they can often take a long rest. However it's not a guarantee that they can until after eight. So they plan accordingly. </p><p></p><p>It seems simple to us. Just like 2E where we got back only a few hit points per night but got to memorize magic. We like 5E more because we don't have to actually wait days and days to get everyone back on our feet and ready to head back into the fray.</p><p></p><p>What is hard about this?</p><p></p><p>Lets say the guys are out on the road, traveling across the world. They have about one encounter oer day so they know after the second day they could regain some hit points ect...after the fourth another and after the sixth perhaps a long rest.</p><p></p><p>Often in that case the party would plan on every three encounters getting to rest, actually most of the time they do. Because it sucks to not plan on that and then need it.</p><p></p><p></p><p>Now these rules and guidelines are based on building encounters right. Right meaning a good mix of easy and average encounters along with some harder ones. If I really make a encounter hard or god forbid double up on encounters well those encounters count for more than 1 encounter.</p><p></p><p>Also luck plays a factor. If my players start swinging and not hitting #$#$ and take a pounding maybe they will need me to give them a break on rests. Nothing sucks worse than a easy fight taking out all the parties resources and almost ending the fun because of lucky dice rolls right? I'm not here to punish the party, I would give them a break (It might cost them in story or might not if they were truly just the victim of bad dice rolls.)</p><p></p><p></p><p>Also: Short rests take 1 hour. Long rests take eight hours. This is our default system. HOWEVER we did house rule that it can take much shorter time than that is it's fun and dramatically cool to do that.</p><p></p><p>If after the seventh encounter for the day the party stands over the corpses of the enemy dragonmen catching there breath as the Dragonqueen(and arch Villain) slowly saunters down the stairs towards them laughing, I might very well give them a long rest on the spot and run a montage about there long journey from small farm to the great halls of the Dragonqueen in order to put right, the wrongs done to them.</p></blockquote><p></p>
[QUOTE="GameOgre, post: 6842512, member: 57914"] I just don't see a issue with 6-8 encounters per full heal up. I'm not trying to say YOU don't have issues with it. I just personally do not. In my game I decide (as the DM) when rests can happen. Now this does not mean that I decide when the player characters stop fighting and get in some rest....only when that rest is rewarding enough to give hit points back. The party can take naps all day long but unless they have earned a short rest or long rest.....it isn't going to give them hit points back. Now my players know that after two fights they can take a short rest and get hit points back. After four they can take another and after six they can often take a long rest. However it's not a guarantee that they can until after eight. So they plan accordingly. It seems simple to us. Just like 2E where we got back only a few hit points per night but got to memorize magic. We like 5E more because we don't have to actually wait days and days to get everyone back on our feet and ready to head back into the fray. What is hard about this? Lets say the guys are out on the road, traveling across the world. They have about one encounter oer day so they know after the second day they could regain some hit points ect...after the fourth another and after the sixth perhaps a long rest. Often in that case the party would plan on every three encounters getting to rest, actually most of the time they do. Because it sucks to not plan on that and then need it. Now these rules and guidelines are based on building encounters right. Right meaning a good mix of easy and average encounters along with some harder ones. If I really make a encounter hard or god forbid double up on encounters well those encounters count for more than 1 encounter. Also luck plays a factor. If my players start swinging and not hitting #$#$ and take a pounding maybe they will need me to give them a break on rests. Nothing sucks worse than a easy fight taking out all the parties resources and almost ending the fun because of lucky dice rolls right? I'm not here to punish the party, I would give them a break (It might cost them in story or might not if they were truly just the victim of bad dice rolls.) Also: Short rests take 1 hour. Long rests take eight hours. This is our default system. HOWEVER we did house rule that it can take much shorter time than that is it's fun and dramatically cool to do that. If after the seventh encounter for the day the party stands over the corpses of the enemy dragonmen catching there breath as the Dragonqueen(and arch Villain) slowly saunters down the stairs towards them laughing, I might very well give them a long rest on the spot and run a montage about there long journey from small farm to the great halls of the Dragonqueen in order to put right, the wrongs done to them. [/QUOTE]
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