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<blockquote data-quote="Voadam" data-source="post: 8765636" data-attributes="member: 2209"><p>The quoted text seems to say this is the limit of how much you can expect them to handle, not that the game is balanced around that amount or that it suggests you should design around that for a typical adventure.</p><p></p><p>"Assuming typical adventuring conditions and average luck, <strong>most adventuring parties can handle</strong> about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers <strong>can get through</strong> more. If it has more deadly encounters, <strong>they can handle </strong>fewer."</p><p></p><p>There is some verbage in different spots that leans more on doing this limit amount though.</p><p></p><p>For example the next two paragraphs on page 84 has both expected xp earned in a day and an expression of limits they can handle:</p><p></p><p>"In the same way you figure out the difficulty of an encounter, you can use the XP values of monsters and other opponents in an adventure as a guideline for how far the party is likely to progress.</p><p></p><p>For each character in the party, use the Adventuring Day XP table to estimate <strong>how much XP that character is expected to earn in a day.</strong> Add together the values of all party members to get a total for the party's adventuring day. This provides a rough estimate of the adjusted XP value for encounters the party <strong>can handle </strong>before the characters will need to take a long rest."</p><p></p><p>The assumption here seems to be that the math shows how far the party can be expected to go and they are generally expected to go until they hit their limit of resources.</p><p></p><p>That is not unreasonable for mega-dungeon raiding where there are lots of potential individual opposition encounters and retreat between encounters is an option, but really not the expected normal tempo of a lot of D&D such as plot based heroic quests, traveling, urban scenarios, investigations, etc.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8765636, member: 2209"] The quoted text seems to say this is the limit of how much you can expect them to handle, not that the game is balanced around that amount or that it suggests you should design around that for a typical adventure. "Assuming typical adventuring conditions and average luck, [B]most adventuring parties can handle[/B] about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers [B]can get through[/B] more. If it has more deadly encounters, [B]they can handle [/B]fewer." There is some verbage in different spots that leans more on doing this limit amount though. For example the next two paragraphs on page 84 has both expected xp earned in a day and an expression of limits they can handle: "In the same way you figure out the difficulty of an encounter, you can use the XP values of monsters and other opponents in an adventure as a guideline for how far the party is likely to progress. For each character in the party, use the Adventuring Day XP table to estimate [B]how much XP that character is expected to earn in a day.[/B] Add together the values of all party members to get a total for the party's adventuring day. This provides a rough estimate of the adjusted XP value for encounters the party [B]can handle [/B]before the characters will need to take a long rest." The assumption here seems to be that the math shows how far the party can be expected to go and they are generally expected to go until they hit their limit of resources. That is not unreasonable for mega-dungeon raiding where there are lots of potential individual opposition encounters and retreat between encounters is an option, but really not the expected normal tempo of a lot of D&D such as plot based heroic quests, traveling, urban scenarios, investigations, etc. [/QUOTE]
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