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<blockquote data-quote="Li Shenron" data-source="post: 7352993" data-attributes="member: 1465"><p>Well... what makes the whole discussion complicated is that not every day is an adventuring day <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>IMHO the 6-8 encounters suggestion comes from the <strong>dungeon</strong>. I would expect that a non-dungeon adventure would feature 2-4 combat encounters in a single day, perhaps set in a urban or wilderness environment. Travelling encounters are probably going to be a lot more scarce, maybe just 1 on a given day, and with lots of empty days between. But as soon as you enter a dungeon, the general story expectation is that the party would find quite many threats therein before it's time to get out and have some rest. A game balanced to handling too few combats before a night's rest wouldn't really result in satisfying dungeon stories IMO...</p><p></p><p>So the problem is, that the game is supposed to support both ends of the spectrum: the single monster encountered in the middle of a long travel, and the raid on a dungeon full of dangers, as well as everything in between. </p><p></p><p>The key is of course to dial on the difficulty of those encounters. This means that actually that single encounter in the jungle or the desert should probably be so hard to deplete nearly all the PCs daily resources, while the dungeon encounters should be the easiest of all.</p><p></p><p>There might be some resistance to this idea... typically I have myself always envisioned dungeons to be the <em>deadliest</em> places of the fantasy world, and the wilderness to be relatively tame, a sort of "points of darkness" setting. But thinking about the "points of light" approach, and also at the fact that very old editions (see BECMI) typically suggested that your <em>early</em> adventures were in dungeons, and only <em>later</em> the PCs would be capable to adventure in the wilderness, it actually tells how this idea has been part of D&D for a long time.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7352993, member: 1465"] Well... what makes the whole discussion complicated is that not every day is an adventuring day :) IMHO the 6-8 encounters suggestion comes from the [B]dungeon[/B]. I would expect that a non-dungeon adventure would feature 2-4 combat encounters in a single day, perhaps set in a urban or wilderness environment. Travelling encounters are probably going to be a lot more scarce, maybe just 1 on a given day, and with lots of empty days between. But as soon as you enter a dungeon, the general story expectation is that the party would find quite many threats therein before it's time to get out and have some rest. A game balanced to handling too few combats before a night's rest wouldn't really result in satisfying dungeon stories IMO... So the problem is, that the game is supposed to support both ends of the spectrum: the single monster encountered in the middle of a long travel, and the raid on a dungeon full of dangers, as well as everything in between. The key is of course to dial on the difficulty of those encounters. This means that actually that single encounter in the jungle or the desert should probably be so hard to deplete nearly all the PCs daily resources, while the dungeon encounters should be the easiest of all. There might be some resistance to this idea... typically I have myself always envisioned dungeons to be the [I]deadliest[/I] places of the fantasy world, and the wilderness to be relatively tame, a sort of "points of darkness" setting. But thinking about the "points of light" approach, and also at the fact that very old editions (see BECMI) typically suggested that your [I]early[/I] adventures were in dungeons, and only [I]later[/I] the PCs would be capable to adventure in the wilderness, it actually tells how this idea has been part of D&D for a long time. [/QUOTE]
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