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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="Helldritch" data-source="post: 8402876" data-attributes="member: 6855114"><p>Strange, I have no trouble to put that many encounters between rests. Already posted many of my tricks but here are some.</p><p></p><p>1) Do not play monsters as static opponents that wait for the player to "activate" their "pods" as in some video games. The players made a foray into a lair and went back to rest before tackling the BBEG and the rest? Have the BBEG search for them. Have him and his retinue ambush the party. Have some reinforcement arrive.</p><p></p><p>2) Use random encounters and use the following.</p><p>Random encounters gives no exp and yield no treasures, ever. So no farming exp or treasure from random encounters. My players know this and act accordingly. Random encounters occurs until the allotment of encounters for the day are met.</p><p></p><p>3) For overland travel, estimate the possible number of days and roll all encounters and then narrate the inconsequential ones (like a deer or any animals) and only use the meaningful ones and weave them into 1 to 3 consecutive days. Example, for a 21 day travel, you can have up to 63 possible encounters. If you roll 12, use them in the last 3 days or in the middle. Fill the rest of the journey with descriptions and whatever you feel adds to the narrative. This allows for short rest character to shine and prevents a bit the "nova type " characters to blast everything as they do not know how long will the streak of encounters will last. You can even distribute some encounters in days far apart so that the players will always be on their toes. Here pacing and logic is the key.</p><p></p><p>For Tiny hut and the likes....</p><p>The more intelligent monsters/foes will know of these. Especially if caster are amongst their rank. Dispel magic can be used with great effectiveness. Tracking is possible. Magical detection can be used to.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8402876, member: 6855114"] Strange, I have no trouble to put that many encounters between rests. Already posted many of my tricks but here are some. 1) Do not play monsters as static opponents that wait for the player to "activate" their "pods" as in some video games. The players made a foray into a lair and went back to rest before tackling the BBEG and the rest? Have the BBEG search for them. Have him and his retinue ambush the party. Have some reinforcement arrive. 2) Use random encounters and use the following. Random encounters gives no exp and yield no treasures, ever. So no farming exp or treasure from random encounters. My players know this and act accordingly. Random encounters occurs until the allotment of encounters for the day are met. 3) For overland travel, estimate the possible number of days and roll all encounters and then narrate the inconsequential ones (like a deer or any animals) and only use the meaningful ones and weave them into 1 to 3 consecutive days. Example, for a 21 day travel, you can have up to 63 possible encounters. If you roll 12, use them in the last 3 days or in the middle. Fill the rest of the journey with descriptions and whatever you feel adds to the narrative. This allows for short rest character to shine and prevents a bit the "nova type " characters to blast everything as they do not know how long will the streak of encounters will last. You can even distribute some encounters in days far apart so that the players will always be on their toes. Here pacing and logic is the key. For Tiny hut and the likes.... The more intelligent monsters/foes will know of these. Especially if caster are amongst their rank. Dispel magic can be used with great effectiveness. Tracking is possible. Magical detection can be used to. [/QUOTE]
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