Pickles III
First Post
Yes. Heroes should be heroes. If every fight is death or glory you will have a dead party very soon. If you have only trivial fights it is your problem not the system's fault.
A big difference between 4e and 5e is combat as sport or combat as war. Your aim in 5e is usually winning with as few resources spent as possible. In 4e it was usually winning by expending your ressources at the right time.
The issue I have with this is that it can turn the game into more of an accounting exercise than anything else. There is little real tension in the one guaranteed trivial encounter you are just tracking resources & trying not to spend too many. I obviously prefer the model that has exciting, dangerous fights as standard.
Where 5e "combat as war" has worked for me is when the enemies have been clearly too powerful to deal with all at once & so reconnaissance & tactics to break them up & to engage then disengage have all been useful (Where in 4e we'd have just piled in).
The fights themselves can still be a bit dull but the plotting around them is interesting
[MENTION=12731]CapnZapp[/MENTION] - I think it was you in another thread talking about Out of the Abyss and specifically how after a few levels the random encounters in the escape from the Underdark become pretty much a non-issue. I think this was you, but, if I'm wrong, sorry.
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Why not switch things up a bit though. Keep the 1 in X chance of encounter, and keep the idea of 4/day, but, all checks are made within 1 hour. Pick a random hour of the day/night, and then roll 4 random encounter checks. First check is on the hour, and each subsequent check is 15 minutes later (or something close to that). Make all 4 rolls first, before proceeding to the first encounter. Take a minute to string some sort of narrative between the encounters. If the first encounter is an insane monster and the next one is a drow patrol, then the drow patrol is hunting that monster. Party deals with the monster, fairly easily probably, but, before they can regain any resources, they get bumped by the Drow patrol. Even though the Drow patrol is no more difficult than the single monster in terms of XP budget, because the party has already burned a few resources - they're down an action surge and maybe a couple of superiority dice, the warlock has spent a spell, leaving him with only one spell slot, the monk has burned a few Ki points. That sort of thing.
5e works a LOT better when you don't treat encounters as completely discrete and allow the party to regain resources between each encounter.
Spoilery - I have just started playing OOTA.

I have done this for random encounters since 3e. There is little point in a very one sided fight but if encounters always turn up in ~3s then they become somewhat challenging -> fun.
I also use them to pace players in high risk environments & also sometimes just to change the pace if there has been a lot of RP, investigation or scheming. I don't mind these being less fraught as the purpose is not to challenge the player just to break things up or let them feel bad ass. Encounters in RP games can serve lots of different purposes.