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How many combats do you have on average adventuring day.
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<blockquote data-quote="kigmatzomat" data-source="post: 9458157" data-attributes="member: 9254"><p>I averaged the days we have combat to around 7. Factoring in months of downtime would trend to zero.</p><p></p><p>There are days we have one or two fights (which is not the norm) and days where we use all the resources and maybe a couple short rests to boot, without a lot in between. I admit I came in late to the campaign (7th-16th level) so I missed a lot of the shorter days for levels 2-6.</p><p></p><p>The plot lines have been pretty heavy the last three years on "clear bad guy fortresses", ranging from cultists to sahuagin, plus there was the whole "find and defeat the thing at the center of Queen Mab's labyrinth", where the length of a day was up to Mab and sleep was hard to come by.</p><p></p><p>Our group is also well suited to long days, assuming we can get short rests. The warlock gets their Pact spells back, the monk is at full Ki, the bard has more inspirations and the fighter gets an action surge. </p><p></p><p>On top of that, each PC gets like 3x-4x their level in HPs in healing/temp hp per short rest for spending 1HD on recovery, thanks to a cleric with Healer feat, a paladin with Leadership and bardic song of rest. That saves spell slots for combat.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9458157, member: 9254"] I averaged the days we have combat to around 7. Factoring in months of downtime would trend to zero. There are days we have one or two fights (which is not the norm) and days where we use all the resources and maybe a couple short rests to boot, without a lot in between. I admit I came in late to the campaign (7th-16th level) so I missed a lot of the shorter days for levels 2-6. The plot lines have been pretty heavy the last three years on "clear bad guy fortresses", ranging from cultists to sahuagin, plus there was the whole "find and defeat the thing at the center of Queen Mab's labyrinth", where the length of a day was up to Mab and sleep was hard to come by. Our group is also well suited to long days, assuming we can get short rests. The warlock gets their Pact spells back, the monk is at full Ki, the bard has more inspirations and the fighter gets an action surge. On top of that, each PC gets like 3x-4x their level in HPs in healing/temp hp per short rest for spending 1HD on recovery, thanks to a cleric with Healer feat, a paladin with Leadership and bardic song of rest. That saves spell slots for combat. [/QUOTE]
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