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General Tabletop Discussion
*Dungeons & Dragons
6-8 encounters/day - how common is this?
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6844637" data-attributes="member: 6701872"><p>If one follows the encounter building guidelines for each encounter, the natural result seems to be the characters being able to take on about 6 encounters and then have a few resources left to still have the ability to deal with 1 or 2 encounters that try to interrupt the taking of a long rest.</p><p></p><p>There isn't anything more than that to facilitate the encounters that needs to be done. If you meant there is not much in the way of DM-side tools to <em>mandate</em> it, that would be true, and I don't see why anyone would expect there to be such in the first place (and even then, there is still that the players choose to try to rest, and the DM chooses if that rest is interrupted by an encounter or not, so while "not much" there is still "the only tool necessary for such a goal")</p><p></p><p>I think players tend naturally to a "Do everything it seems like we can and still get out without undesired consequences" mode of dungeon-crawling independent of edition.</p><p> And I see each of the versions of D&D, having different rules as they do, resulting in variations of player behavior to match. In Classic, as in 5th edition, the characters can handle more than a dozen encounters in a day if they play intelligently and have moderate luck. In 3e/PF how much can be done in a day depends solely on how long whatever magical healing the party has available can keep up topping off hit points between encounters. In 4e things were very by the numbers: spend all encounter powers as quickly as possible in each encounter, short rest after, use dailies only when their "best benefit" is possible, long rest once dailies are gone and healing surges are low.</p><p></p><p>But then, maybe the real thing causing the difference is that you have players that want specifically "3 fights then out" to be the way things work (either because they are supremely cautious, or because you unintentionally make that all they can handle by ramping up the difficulty of each encounter), and I have players that want specifically "to do stuff" with "stuff" meaning all the RP, battle, scheming, exploration, discovery, and goal-completing that a game is made up of with "rest" meaning to not being doing stuff.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6844637, member: 6701872"] If one follows the encounter building guidelines for each encounter, the natural result seems to be the characters being able to take on about 6 encounters and then have a few resources left to still have the ability to deal with 1 or 2 encounters that try to interrupt the taking of a long rest. There isn't anything more than that to facilitate the encounters that needs to be done. If you meant there is not much in the way of DM-side tools to [I]mandate[/I] it, that would be true, and I don't see why anyone would expect there to be such in the first place (and even then, there is still that the players choose to try to rest, and the DM chooses if that rest is interrupted by an encounter or not, so while "not much" there is still "the only tool necessary for such a goal") I think players tend naturally to a "Do everything it seems like we can and still get out without undesired consequences" mode of dungeon-crawling independent of edition. And I see each of the versions of D&D, having different rules as they do, resulting in variations of player behavior to match. In Classic, as in 5th edition, the characters can handle more than a dozen encounters in a day if they play intelligently and have moderate luck. In 3e/PF how much can be done in a day depends solely on how long whatever magical healing the party has available can keep up topping off hit points between encounters. In 4e things were very by the numbers: spend all encounter powers as quickly as possible in each encounter, short rest after, use dailies only when their "best benefit" is possible, long rest once dailies are gone and healing surges are low. But then, maybe the real thing causing the difference is that you have players that want specifically "3 fights then out" to be the way things work (either because they are supremely cautious, or because you unintentionally make that all they can handle by ramping up the difficulty of each encounter), and I have players that want specifically "to do stuff" with "stuff" meaning all the RP, battle, scheming, exploration, discovery, and goal-completing that a game is made up of with "rest" meaning to not being doing stuff. [/QUOTE]
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6-8 encounters/day - how common is this?
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