D&D 5E 6-8 Encounters?

Zardnaar

Legend
Do they have to be combat encounters?

I decided to design a dungeon where I would grind the PCs down. This is because if party composition and they gave a tendency to nova.

They were warned via an NPC that this dungeon the resident Dragon is known for her hit and run tactics.

So they had six encounters with a 7th for next week. On 2 if them though towards the end the dragon made an appearance. One time she breathed on them and sodded off.

The next time she breathed in them, stuck around 2 rounds then sodded off.

The encounter next week is in her hoard area.

Anyway one of my players can be a bit of a rules lawyer. The 6-8 encounter thing assumed 2 short rests and doesn't have to be combat encounters.

I threw the encounter guidelines out and for the most part used CR 1/2 to 5 critters with a 7 and 9 chucked in. A large encounter was 6 mooks, 3 or 4 CR 3's and a single CR 5.

Or 7,9, and 3 CR2. For 5 8 th level PCs. Terrain and tactics were used along with spells.

I hate 5Es attrition model but can use it if I have to, in this case they think they're low on resources. They still have 2-3 level 3 and 4 spells each, half their charges and Dragonlances (dragonslayer lance's and spears). They're panicking but I know the sorcerer can twin a haste or fly spell, the wizard likes to fireball first and ask questions later and the fighter/Warlock still has an active hex spell and a 4th level slot.

They also got 2 short rests.

I think the Dragon (CR17) with prepared buffed PCs will go down like a wet fart. Aid for 20hp is still active combined with 12hp inspiring leader.

Monk and Rogue just tend to run through things like wall if fire due to evasion.

I pointed out that with 2 short rests I can expect around 16 level 3 and 4 spells incoming each long rest. In a bad day the warlock will have at least 4.

I have to attrition then out. In encounter 7 they have at least 5 level 3+ spells available. A long fight is 3 rounds, most are over in 2, mop up is maybe round 4 at the longest. Fleeing survivors tend to get fireballed.

So I ran RAW for the most part and it's taken 2 sessions so far with a 3rd next week we play for around 3 hours.

Normally I design a lot less with some social type encounters, 2-4 is probably more typical. 6-8 is a dungeon hack.

So 6-8 encounters do they have to be combat? I include traps in that and any encounter that depletes resources.

Roleplaying a merchant doesn't count but using enhance ability on charisma in a social encounter does.

So yeah minor grumbling as I've designed a stinker. If the sorcerer for example twins a spell the dragon can just sod off. I've dropped rock's on them, used archers, murder holes, terrain, burrowing, flying, attrition, spells, AoEs, hold spells, flamestrikes, fireballs, two lots of dragon breath, half dragons, Dragonborn, and Gnolls and they're still standing.
 
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While there's no reason for them to be combat encounters, they won't serve the purpose (attrition) if they don't cost resources, or at least prevent the party from resting.

I'm with you on disliking the attrition model in 5E. You end up with so many fights that the players lose track of why the characters are where they are, how the characters got there, and what the characters want/intend to do next; this is especially true if it's not a weekly campaign. It kinda sucks as a player to be plodding toward the same goal for six months of game time (and that campaign isn't even doing 6-8 encounters per day).
 

No they don't have to be combat encounters.

But the reason for that that you don't NEED 6-8 encounters.

You can have 1.

You can have 100 (if you think the heroes can handle it).

Your rules lawyer player simply has no case here. There's no way to say "sorry demons you can't show up; we haven't had our rest yet".
 

While there's no reason for them to be combat encounters, they won't serve the purpose (attrition) if they don't cost resources, or at least prevent the party from resting.

I'm with you on disliking the attrition model in 5E. You end up with so many fights that the players lose track of why the characters are where they are, how the characters got there, and what the characters want/intend to do next; this is especially true if it's not a weekly campaign. It kinda sucks as a player to be plodding toward the same goal for six months of game time (and that campaign isn't even doing 6-8 encounters per day).
There is one easy solution, especially since 5E is on the easier side. (And far too easy if you have veteran players and allow feats, multiclassing and are generous with magic items)

Simply smush fights together.

Instead of having six easy fights that only serve the purpose of possibly leeching some percentage of resources...

...have three not-easy fights, where the fact winning isn't guaranteed generates excitement and therefore increase the fun [emoji4]
 


6-8 moderate encounters that use character resources.

That's the assumption. Anything that is expected to or has a chance to drain resources is an encounter.
 

5 level 8s is a lot like 4 level 10s. The large encounters you describe are hard-ish territory using my encounter building math (not DMGs).
(8-1)5 is 35 effective levels. 4(10-1) would be 36. Divide by 4 getting 9 as base budget.

1/2 CR is 2/3 of a level, *6 is 4. CR 3 is 2 effective levels, *3 is 6, plus 5-1, total to 12. 12/9 is 1.25, or "hard" (some risk of PC dropping).

CR 17 dragon is 17 effective levels, or almost 2x base budget of party.

So deadly+.
A CR 17 dragon played smart on a depleted party could kill them all. It may not be likely to, but we are talking TPK risk here.
 
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There is one easy solution, especially since 5E is on the easier side. (And far too easy if you have veteran players and allow feats, multiclassing and are generous with magic items)

Simply smush fights together.

Instead of having six easy fights that only serve the purpose of possibly leeching some percentage of resources...

...have three not-easy fights, where the fact winning isn't guaranteed generates excitement and therefore increase the fun [emoji4]

I don't necessarily agree that 5E is too easy, but the intra-party balance does shift if there aren't enough encounters between rests. I do run some complicated fights and stuff, and I'm not afraid to have backup arrive for the enemies, but it needs to make sense (to me), and I find stringing things together can feel nonsensical.
 
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