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General Tabletop Discussion
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How many encounters per day is YOUR average?
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<blockquote data-quote="tetrasodium" data-source="post: 8402847" data-attributes="member: 93670"><p>You can really tell from the posts which gms have noticed this as a problem they've tried to fix and which gms (or players) are discussing this on a theoretical level. </p><p></p><p>Scaling encounter cr up is an easy solution that on rhe surface looks like it will work & in some cases of group makeup it might even seem good, but durations &ability consumption rates winds up being all screwed up with that while short rest lclssses get to start most every fight with fill resources plus the things intended to fill the gap when they are expected to be tapped outand long rest classes are probably doing the same but dont have the extra class abilities/powers while not being able to really make use of the extra endurance thst should be a boon simply because of durations concentration & the number of rounds. Maybe you as a GM think you can find a balance for this to work out, yet players will notice & adapt or simply make characters to make the most of this and it will get even worse </p><p></p><p>"Just force more encounters".... sure sounds great, but your going to run into the extreme ease of the huge recovery rest mechanisms I. 5e and the fact that short of an extremely strict doom clock always running or gm fiat level "no you cant rest.. you just xanr... it wont even work with rope trick in a tiny hut:" heavy handedness there's basically nothing that can be done to make "let's take a rest" difficult enough that the party wont take one. Sure you might squeeze in an extra fight but not the four to seven thst you need</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8402847, member: 93670"] You can really tell from the posts which gms have noticed this as a problem they've tried to fix and which gms (or players) are discussing this on a theoretical level. Scaling encounter cr up is an easy solution that on rhe surface looks like it will work & in some cases of group makeup it might even seem good, but durations &ability consumption rates winds up being all screwed up with that while short rest lclssses get to start most every fight with fill resources plus the things intended to fill the gap when they are expected to be tapped outand long rest classes are probably doing the same but dont have the extra class abilities/powers while not being able to really make use of the extra endurance thst should be a boon simply because of durations concentration & the number of rounds. Maybe you as a GM think you can find a balance for this to work out, yet players will notice & adapt or simply make characters to make the most of this and it will get even worse "Just force more encounters".... sure sounds great, but your going to run into the extreme ease of the huge recovery rest mechanisms I. 5e and the fact that short of an extremely strict doom clock always running or gm fiat level "no you cant rest.. you just xanr... it wont even work with rope trick in a tiny hut:" heavy handedness there's basically nothing that can be done to make "let's take a rest" difficult enough that the party wont take one. Sure you might squeeze in an extra fight but not the four to seven thst you need [/QUOTE]
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How many encounters per day is YOUR average?
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