Puddles
Adventurer
Either 1 or 2.
I try to make each battle a set-piece with a unique terrain layout and fun mechanics (usually with bespoke abilities on the enemies). I am also conscious that my players don’t like overly drawn out combats or too many combats in a single session, so set the pace accordingly.
To use a Pokémon analogy, I try to make every battle a gym battle, rather than making them wade through Zubats in the cave. If they did ever go into a Zubat cave, I would make a single interesting encounter around a Zubat nest, rather than give them loads of small fights to play through.
I apologise if I sound dismissive of the 6-8 encounters camp, but I just cannot fathom how I would structure it narratively that would make it compelling for my players. A few really unique fights seems to make for a better playing experience in my eyes.
I try to make each battle a set-piece with a unique terrain layout and fun mechanics (usually with bespoke abilities on the enemies). I am also conscious that my players don’t like overly drawn out combats or too many combats in a single session, so set the pace accordingly.
To use a Pokémon analogy, I try to make every battle a gym battle, rather than making them wade through Zubats in the cave. If they did ever go into a Zubat cave, I would make a single interesting encounter around a Zubat nest, rather than give them loads of small fights to play through.
I apologise if I sound dismissive of the 6-8 encounters camp, but I just cannot fathom how I would structure it narratively that would make it compelling for my players. A few really unique fights seems to make for a better playing experience in my eyes.