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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
How many encounters between each extended rest? And does it change with tier?
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<blockquote data-quote="MoutonRustique" data-source="post: 7175920" data-attributes="member: 22362"><p>Instead of "expected guidelines", I will tell you what I've found (this is very much IME).</p><p></p><p><strong>Many encounters between long rests (6+)</strong> : players that know there are many challenges to come will hoard their limited resources. And I've found that once that mentality sets -in, it applies to pretty much <em>everything</em> : consumables, rituals, <em>everything!</em></p><p></p><p>You get encounters where characters are loath to expend anything they think they won't get back - so you can get failures on SC that could have been avoided or combats that are a bit dragged out.</p><p></p><p><strong>Few encounters between long rests (3-)</strong> : players are free-er with limited resources and will often nova even when the situation wouldn't have called for it.</p><p></p><p>The big "hurdle" here is that combat encounters tend to be built up to be stronger, so you can get to situations where characters are out of pretty much everything and if you don't change the scene a bit, it's liable to be a less-engaging spamming situation.</p><p></p><p>With a few tricks, this is easily allayed, but it's something to keep in mind when you're building stronger encounters.</p><p></p><p>Also, depending upon the party make-up, <em>some</em> classes and combinations have <em><strong>very</strong></em> strong resources to help with SCs. (I don't remember specifics - but there's one where Arcana can be used for pretty much everything AND there are <em>a lot</em> of ways to boost your Arcana check...) The strongest tend to be [Daily], so if the players know they have 3 or 4 situations to resolve before resting, they'll be more choosy. If they only have 1 or 2... They can crush pretty much any kind of challenge you put them to.</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7175920, member: 22362"] Instead of "expected guidelines", I will tell you what I've found (this is very much IME). [B]Many encounters between long rests (6+)[/B] : players that know there are many challenges to come will hoard their limited resources. And I've found that once that mentality sets -in, it applies to pretty much [I]everything[/I] : consumables, rituals, [I]everything![/I] You get encounters where characters are loath to expend anything they think they won't get back - so you can get failures on SC that could have been avoided or combats that are a bit dragged out. [B]Few encounters between long rests (3-)[/B] : players are free-er with limited resources and will often nova even when the situation wouldn't have called for it. The big "hurdle" here is that combat encounters tend to be built up to be stronger, so you can get to situations where characters are out of pretty much everything and if you don't change the scene a bit, it's liable to be a less-engaging spamming situation. With a few tricks, this is easily allayed, but it's something to keep in mind when you're building stronger encounters. Also, depending upon the party make-up, [I]some[/I] classes and combinations have [I][B]very[/B][/I] strong resources to help with SCs. (I don't remember specifics - but there's one where Arcana can be used for pretty much everything AND there are [I]a lot[/I] of ways to boost your Arcana check...) The strongest tend to be [Daily], so if the players know they have 3 or 4 situations to resolve before resting, they'll be more choosy. If they only have 1 or 2... They can crush pretty much any kind of challenge you put them to. [/QUOTE]
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General Tabletop Discussion
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How many encounters between each extended rest? And does it change with tier?
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