Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
How many combats does your 5e group typically have between long rests, if you have at least one?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AaronOfBarbaria" data-source="post: 6714372" data-attributes="member: 6701872"><p>What I find very interesting is that most of the BECMI modules I have read and run involve constant mention of tactics like 1 of 3 guards taking off to warn another 6 guards some stuff is going down, or mentioning that making noise in an area that monsters are hanging out near will draw their attention 50% of the time (most recently it was saying roll 1d6, and each result from 1 to 3 was a different monster that decided to check out the noise, with 4-6 being no monster deciding to investigate), making the map distances actually make some sense with how the encounters are set up.</p><p></p><p>The issues I ran into with old-school modules were always more along the lines of realistic or near realistic dimensions used for structures and their maps, but those dimensions not meshing well with using minis on the table because the 9 trolls sprawled on the stack of mattresses in center that 40' x 30' barracks building leaves nowhere to put the PC minis besides standing outside the door.</p><p></p><p>It was the modules in 3rd edition and 4th edition, with exceptions here and there, which I kept running into brain scratchers like one carefully balanced encounter of duergar fighting the party, and one more carefully balanced encounter of duergar literally just waiting on the other side of a door immediately adjacent to the spaces in which a dwarven PC and the duergar he was locked in a fight to the death with stood fighting. Like, what, did they just peek out the door at their friends getting murdered and think "nah, we'd better not be rude, best to wait our turn. Our friends won't curse us from the afterlife for it."</p><p></p><p>When I ran Lost Mines of Phandelver, I wasn't paying attention... don't recall one way or the other whether the space presented and the monsters behavior within it made sense.</p><p></p><p>Anyways, what I have done to solve the issue is, when faced with an offending module that I'm not already intentionally having the party over-level for to handle such issues as compounded encounters, is just stretch the scale of corridors wherever possible (usually taking a 1 square = 5 foot to 4 times that for passageway length, while leaving width and most room sizes unchainged), and include drunken or heavily distracted activity otherwise explaining what would appear to be "I didn't want to see if what sounded like my friend/coworker dying was actually that happening, even though it is my job to do that and benefits my chance of survival too," type behavior.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6714372, member: 6701872"] What I find very interesting is that most of the BECMI modules I have read and run involve constant mention of tactics like 1 of 3 guards taking off to warn another 6 guards some stuff is going down, or mentioning that making noise in an area that monsters are hanging out near will draw their attention 50% of the time (most recently it was saying roll 1d6, and each result from 1 to 3 was a different monster that decided to check out the noise, with 4-6 being no monster deciding to investigate), making the map distances actually make some sense with how the encounters are set up. The issues I ran into with old-school modules were always more along the lines of realistic or near realistic dimensions used for structures and their maps, but those dimensions not meshing well with using minis on the table because the 9 trolls sprawled on the stack of mattresses in center that 40' x 30' barracks building leaves nowhere to put the PC minis besides standing outside the door. It was the modules in 3rd edition and 4th edition, with exceptions here and there, which I kept running into brain scratchers like one carefully balanced encounter of duergar fighting the party, and one more carefully balanced encounter of duergar literally just waiting on the other side of a door immediately adjacent to the spaces in which a dwarven PC and the duergar he was locked in a fight to the death with stood fighting. Like, what, did they just peek out the door at their friends getting murdered and think "nah, we'd better not be rude, best to wait our turn. Our friends won't curse us from the afterlife for it." When I ran Lost Mines of Phandelver, I wasn't paying attention... don't recall one way or the other whether the space presented and the monsters behavior within it made sense. Anyways, what I have done to solve the issue is, when faced with an offending module that I'm not already intentionally having the party over-level for to handle such issues as compounded encounters, is just stretch the scale of corridors wherever possible (usually taking a 1 square = 5 foot to 4 times that for passageway length, while leaving width and most room sizes unchainged), and include drunken or heavily distracted activity otherwise explaining what would appear to be "I didn't want to see if what sounded like my friend/coworker dying was actually that happening, even though it is my job to do that and benefits my chance of survival too," type behavior. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How many combats does your 5e group typically have between long rests, if you have at least one?
Top