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Adjusting to 1 encounter per Day: Putting the XP Budget into a single fight
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<blockquote data-quote="Fanaelialae" data-source="post: 8283248" data-attributes="member: 53980"><p>I wouldn't throw all that against a party in a single encounter. IMO, that would probably be a TPK, with a possible exception for a party that is well optimized and utilizes good tactics (as well as good luck).</p><p></p><p>That said, I've had a lot of success recently with chaining encounters together. My default is a deadly encounter with hard encounter reinforcements arriving around round 3, but that's calibrated for my group, half of whom did not optimize their characters to any significant degree (the other two did optimize a bit, but didn't go overboard). That's usually enough for them to require a short rest in order to push on. A deadly encounter into a deadly encounter is oftentimes enough that they feel they need to immediately take a long rest. Also, you can add multiple waves of reinforcements, such as a hard encounter with another hard encounter reinforcing it on round 3, and then an easy/medium encounter reinforcing on round 4/5. Obviously, this needs to be calibrated to the party in question. My other group was able to handle a bit more, IIRC, but we haven't played in over a year, so I no longer recall the particulars.</p><p></p><p>I think throwing an entire adventuring day at the players at once is likely to be too much for many parties. If you space it out by having reinforcements arrive, however, you can push the envelope. That said, I suspect that even a half adventure day's worth of XP would be a challenge for most unoptimized parties, even if spaced out as reinforcements.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8283248, member: 53980"] I wouldn't throw all that against a party in a single encounter. IMO, that would probably be a TPK, with a possible exception for a party that is well optimized and utilizes good tactics (as well as good luck). That said, I've had a lot of success recently with chaining encounters together. My default is a deadly encounter with hard encounter reinforcements arriving around round 3, but that's calibrated for my group, half of whom did not optimize their characters to any significant degree (the other two did optimize a bit, but didn't go overboard). That's usually enough for them to require a short rest in order to push on. A deadly encounter into a deadly encounter is oftentimes enough that they feel they need to immediately take a long rest. Also, you can add multiple waves of reinforcements, such as a hard encounter with another hard encounter reinforcing it on round 3, and then an easy/medium encounter reinforcing on round 4/5. Obviously, this needs to be calibrated to the party in question. My other group was able to handle a bit more, IIRC, but we haven't played in over a year, so I no longer recall the particulars. I think throwing an entire adventuring day at the players at once is likely to be too much for many parties. If you space it out by having reinforcements arrive, however, you can push the envelope. That said, I suspect that even a half adventure day's worth of XP would be a challenge for most unoptimized parties, even if spaced out as reinforcements. [/QUOTE]
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Adjusting to 1 encounter per Day: Putting the XP Budget into a single fight
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