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General Tabletop Discussion
*Dungeons & Dragons
How many combats does your 5e group typically have between long rests, if you have at least one?
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<blockquote data-quote="Tony Vargas" data-source="post: 6714435" data-attributes="member: 996"><p>I try to stick to the 6-8 average when running 5e, since maintaining that average in the face of a 1-encounter day would mean at least an 11-encounter day (or maybe 6-8 9-encounter days), and consistently breaking it would result in too-easy encounters and PC resource imbalances (making spotlight balance that much harder to force). I usually resort to something like the 13A solution, and have 'reasons' that the party can't benefit from a full rest until they've put in their required encounters. Potentially lame, but I generally manage to insert something remotely plausible for 'reasons.' Time pressures, limited supplies, environments unsuitable for long (or even short) rests, more time pressures...</p><p></p><p>'Random' encounters can do the trick when the party insists on resting off-script. </p><p></p><p>At least, for ongoing games. For a one-off in a limited time slot, like a convention game, just no rests, or maybe one big, obvious 'take a short rest here' opportunity, depending on whether the pre-gens included any short-rest-recharge-heavy classes (and just, say, never using a Warlock or fighter isn't a great option there, either).</p><p></p><p>One place it's never really worked that well is in Encounters: Players will miss sessions, so their characters have essentially had fewer encounters than others' or new players will come in towards the 'end of the day' with a fresh character. :shrug: I guess you can see it as compensation for 'missing the fun' those weeks you couldn't make it, your character gets to blow more resources when you do get to play.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6714435, member: 996"] I try to stick to the 6-8 average when running 5e, since maintaining that average in the face of a 1-encounter day would mean at least an 11-encounter day (or maybe 6-8 9-encounter days), and consistently breaking it would result in too-easy encounters and PC resource imbalances (making spotlight balance that much harder to force). I usually resort to something like the 13A solution, and have 'reasons' that the party can't benefit from a full rest until they've put in their required encounters. Potentially lame, but I generally manage to insert something remotely plausible for 'reasons.' Time pressures, limited supplies, environments unsuitable for long (or even short) rests, more time pressures... 'Random' encounters can do the trick when the party insists on resting off-script. At least, for ongoing games. For a one-off in a limited time slot, like a convention game, just no rests, or maybe one big, obvious 'take a short rest here' opportunity, depending on whether the pre-gens included any short-rest-recharge-heavy classes (and just, say, never using a Warlock or fighter isn't a great option there, either). One place it's never really worked that well is in Encounters: Players will miss sessions, so their characters have essentially had fewer encounters than others' or new players will come in towards the 'end of the day' with a fresh character. :shrug: I guess you can see it as compensation for 'missing the fun' those weeks you couldn't make it, your character gets to blow more resources when you do get to play. [/QUOTE]
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Community
General Tabletop Discussion
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How many combats does your 5e group typically have between long rests, if you have at least one?
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