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<blockquote data-quote="Maxperson" data-source="post: 8765393" data-attributes="member: 23751"><p>DMG page 84</p><p></p><p>"THE ADVENTURING DAY</p><p>Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer."</p><p></p><p>This is what the game is balanced around. The designed 5e as a resource management game centered around class abilities and hit points. If you run less than the assumed 6-8 encounters and don't make them deadly to compensate, it unbalances the game in favor of the PCs.</p><p></p><p>By it's own admission, nothing in the DMG is a rule. They are all guidelines, but they are guidelines that the game is balanced around.</p><p></p><p>I agree. 5e being balanced around the adventuring day in my opinion is worst part of 5e and very poor design. You pretty much have to invoke the once per week long rest variant rule in order to make sure that you can 1) balance the encounters per adventuring day properly, 2) make more narrative sense from an encounter perspective. You don't have to rush all the encounters into a short time period.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 8765393, member: 23751"] DMG page 84 "THE ADVENTURING DAY Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer." This is what the game is balanced around. The designed 5e as a resource management game centered around class abilities and hit points. If you run less than the assumed 6-8 encounters and don't make them deadly to compensate, it unbalances the game in favor of the PCs. By it's own admission, nothing in the DMG is a rule. They are all guidelines, but they are guidelines that the game is balanced around. I agree. 5e being balanced around the adventuring day in my opinion is worst part of 5e and very poor design. You pretty much have to invoke the once per week long rest variant rule in order to make sure that you can 1) balance the encounters per adventuring day properly, 2) make more narrative sense from an encounter perspective. You don't have to rush all the encounters into a short time period. [/QUOTE]
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