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<blockquote data-quote="OB1" data-source="post: 6751819" data-attributes="member: 6796241"><p>I had the same reaction initially to the 6-8 encounter day, and ignored it for the first few months I DMed 5e. Then I decided to really give it a try for a few sessions and discovered it's a wonderful tool that makes the Adventuring Day feel special and forces me to be more creative as a DM. A couple of suggestions</p><p>1. Multi part encounters are your friend. You can get two encounters for one by having someone run to raise reinforcements or ambushing the party when they are searching for clues and gold. </p><p>2. For easy encounters use TOM even if you normally use a grid and give the players a non combat alternative (but one that still costs resources) to get around. Do we fight the small band of orcs that we can easily defeat but risk them getting a lucky crit and need to use healing magic or just have the ranger cast pass without trace to sneak around them. Using this has really expanded my idea of what an encounter is and let's the PCS use their abilities outside of combat. Should it end up in combat anyhow, TOM means it will move fast. </p><p>3. I count a Deadly as three encounters and try to allow a short rest after. Doesn't have to be at the end of the day either. Putting it first or middle means the "easy" combats after are much more challenging. </p><p>4. Just started this with OotA, but I now require 16 hours to benefit from a long rest if the party sets a watch. When you are chasing or being chased, that decision point can mean a lot and allows me to stretch an Adventuring day over several world days. </p><p>5. I still mix up and have single encounter days, or just a couple. It's just that I strive at least every 2-3 sessions to have a full on Adventuring Day. And every once in a while I'll throw a whole days XP into a single multi part encounter. Variety is key!</p></blockquote><p></p>
[QUOTE="OB1, post: 6751819, member: 6796241"] I had the same reaction initially to the 6-8 encounter day, and ignored it for the first few months I DMed 5e. Then I decided to really give it a try for a few sessions and discovered it's a wonderful tool that makes the Adventuring Day feel special and forces me to be more creative as a DM. A couple of suggestions 1. Multi part encounters are your friend. You can get two encounters for one by having someone run to raise reinforcements or ambushing the party when they are searching for clues and gold. 2. For easy encounters use TOM even if you normally use a grid and give the players a non combat alternative (but one that still costs resources) to get around. Do we fight the small band of orcs that we can easily defeat but risk them getting a lucky crit and need to use healing magic or just have the ranger cast pass without trace to sneak around them. Using this has really expanded my idea of what an encounter is and let's the PCS use their abilities outside of combat. Should it end up in combat anyhow, TOM means it will move fast. 3. I count a Deadly as three encounters and try to allow a short rest after. Doesn't have to be at the end of the day either. Putting it first or middle means the "easy" combats after are much more challenging. 4. Just started this with OotA, but I now require 16 hours to benefit from a long rest if the party sets a watch. When you are chasing or being chased, that decision point can mean a lot and allows me to stretch an Adventuring day over several world days. 5. I still mix up and have single encounter days, or just a couple. It's just that I strive at least every 2-3 sessions to have a full on Adventuring Day. And every once in a while I'll throw a whole days XP into a single multi part encounter. Variety is key! [/QUOTE]
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