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D&D 5E How many rounds do most of your combats last?

How many rounds do most of your combats last

  • 1-2

    Votes: 4 3.6%
  • 3-4

    Votes: 62 55.4%
  • 5-6

    Votes: 35 31.3%
  • 6+

    Votes: 11 9.8%

the Jester

Legend
Last night's game featured six pcs of levels 11 to 17.

Fight #1 featured a CR 18 deathdrinker demon and four nalfeshnees, so a pretty gnarly fight. It lasted seven rounds. Afterward, all but one pc (a 15th level one) leveled up.

Fight #2 featured a reskinned purple worm and lasted two rounds.

Fight #3 featured a yagnoloth (MToF) and two nycaloths, and lasted three rounds.
 

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Asisreo

Patron Badass
Last night's game featured six pcs of levels 11 to 17.

Fight #1 featured a CR 18 deathdrinker demon and four nalfeshnees, so a pretty gnarly fight. It lasted seven rounds. Afterward, all but one pc (a 15th level one) leveled up.

Fight #2 featured a reskinned purple worm and lasted two rounds.

Fight #3 featured a yagnoloth (MToF) and two nycaloths, and lasted three rounds.
I was able to fit a combat encounter just at the last hour (They just received their new call to adventure after some downtime activities.) They went to the area, began exploration, at some point they made it to a spider's den where they found a dead cultist from the cult they were hunting trapped in Giant Spider webs.

Anyways, they fought 3 giant spiders in their web infested nest. It took 3 rounds to kill them but the drunken master monk spent all his Ki and still got paralyzed, the wizard couldn't get a good position to use any other spell besides acid splash, the druid was actually doing good but he used up his wildshape, and the ranger used up his spellslot just to cancel the restrain that affected him for 2 rounds. This wasn't even meant to be hard. They were level 4.

Anyways, even a medium-hard encounter with 72 hp on the board only took 3 rounds to finish. My other combats are usually at a similar difficulty.
 

CodeFlayer

Explorer
I ponder, was a standard/moderate encounter (3 giant spiders vs. 4th lvl party) elevated to hard because the spiders were in what might, in wargaming terms, be considered a prepared defensive position? Most intriguing.
 

Zaukrie

New Publisher
Thanks for all the on topic replies! I've been pondering how to do a Gloomhaven like card pool.....which I've decided to likely shelve because players don't like having their options restricted....and I was curious how many cards a player should have. I might resurrect the idea at some point, but for now, well, not now.....
 

Asisreo

Patron Badass
I ponder, was a standard/moderate encounter (3 giant spiders vs. 4th lvl party) elevated to hard because the spiders were in what might, in wargaming terms, be considered a prepared defensive position? Most intriguing.
It was both that and recklessness by the monk. A wizard's familiar flown into the webbing and the monk tried to be a hero and save it, despite the wizard's "No don't!" He ends up getting restrained anyways and the next turn, the wizard just dismissed his familiar. Now the monk was sharing webbing with 3 giant spiders that quickly got into melee and bit the ever-loving crap outta him. The monk tried to get himself free but had -1 strength and it never worked out. Eventually, after the rest of the party finished panicking, the monk was paralyzed-poisoned-unconscious. They won, of course, but the ranger had to use lesser restoration and the druid used one of his goodberries.

So we'll be starting next session with a monk at 1 hp and alot of spellslots gone. I don't intend on letting them take a long rest, either. This was their first fight of the day so they have roughly 6 more of similar difficulty. Hopefully they get their act straight.
 

the Jester

Legend
From my last several sessions-

Keep on the Shadowfell, session 4, encounter 1- six pcs, levels 2 to 5, vs. 3 goblins, a hobgoblin, and a hobgoblin gladiator (I used the gladiator stats with hobbo racial traits). 5 rounds.

KotSs4, encounter 2- same pcs vs. 9 hobgoblins and a deathjump spider (my own conversion, CR 2). 5 rounds.

KotS, session 5, encounter 1- six pcs, levels 3 to 5, vs. 8 hobgoblins and a hobgoblin priest (I used the priest stat block with a few changes to spell selection). 4 rounds.

KotSs5, encounter 2- same pcs against a single vampire spawn. 4 rounds.

KotSs5, encounter 3- same pcs against 6 zombies and 1 ghoul. 3 rounds.

MINI-ANALYSIS: Since KotS is a 4e adventure, its encounters are well designed and tactically interesting. They also often have waves of bad guys arriving over the course of several rounds. I've noticed that many of these encounters tend to go a round or three longer than those of other adventures. There are basically no non-challenging or trivial encounters.

Return to the Aquan Pyramid, session 4, encounter 1- This is a homebrewed adventure, so don't bother trying to find any details online. A different group of pcs, seven in number, from levels 6 to 9. This encounter was against 6 ghouls and two troll ghasts (I used the stat block for ghasts, but made them large, and had intended to make their Str 18, but forgot to do so in play). 2 rounds.

RttAPs4, encounter 2- same pcs against a custom electric giant octopus ghost (CR 4). 2 rounds.

RttAPs4, encounter 3- same pcs minus one (she was falling asleep- she often drops out early if we play late) against four lightning quasi-elementals (my conversion, CR 5). 2 rounds, because the lightning elementals fled after recognizing the magic staff of the couatl that one of the pcs has.

RttAPs4, encounter 4- same six pcs as encounter 2 vs. two giant poisonous starfish (custom monster, CR 6). 3 rounds, ending with the pcs breaking off combat after the barbarian goliath started scolding them for hurting 'harmless animals', but if it had gone to the death, it wouldn't have lasted more than the rest of that round unless the whole party rolled really poorly.

RttAPs4, encounter 5- same six pcs as encounter 2 vs. 8 helmed horrors. This was a big one that took a while, yet the horrors hardly scratched the group. 7 rounds.

MINI-ANALYSIS: All of these were underwater encounters except the quasi-elemental one. Many pcs were either attacking with disadvantage or using suboptimal weapons, such as an adamantine dagger, to avoid having the D on attacks. Each would have probably lasted one round fewer without that, and the last one- in which the helmed horrors also had the D on attacks- would have been much more challenging in air.

A Deep and Dangerous Road, encounter 1- again, a custom adventure, with pcs escorting a caravan into the Underdark along a very dangerous passage. Six pcs, levels 4 to 8, against a hezrou demon and a drider. The drider spent most of the combat on the ceiling of the cavern they were in, and would come out from behind a stalactite that provided total cover, fire off a flurry of arrows, then retreat behind said stalactite again. 5 rounds.

ADaDR, encounter 2- same pcs vs. two death watch beetles (my conversion, CR 2). Due to extremely poor saves, 3 pcs and a familiar were dropped to 0 on the beetles' first turn, when they used their death rattle ability (which has one of those "if you fail by 4 or more, you instead fall to 0 hps" clauses). 3 rounds even so.

ADaDR, encounter 3- same pcs vs. 2 shriekers and a lithic jelly (a custom ooze that can petrify, CR 4). 2 rounds, no petrifications.

ADaDR, encounter 4- same pcs vs. 3 Abyssal scavengers (my conversion, CR 1), two white ormrs (wormy guys, custom monster, CR 2), one pink ormr (same, spellcaster type, CR 3), and ten yellow ormrs (same, basically minion types, CR 0 IIRC). 3 rounds. Tactical situation favored the pcs- the enemies had to climb a short cliff to reach them.

ADaDR, encounter 5- same pcs vs. one umber hulk. 3 rounds, with the pcs almost all being confused on round 2.

MINI-ANALYSIS: This session had the most typical spread of encounters for my game, ranging from pretty trivial to pretty hard. The pcs also couldn't choose when to rest, due to the caravan's needs; they could get a short rest during their lunch break, and otherwise, nothing until they stopped for the night, when they could get another one or two short rests and a long rest.

EDIT:
So that's 52 rounds of combat spread over 13 encounters- an average of four rounds per encounter. But that one 7 round encounter really changes the average. Without it, it's 45 rounds over 12 encounters, or between 3 and 4 rounds per encounter.
 

Eis

Explorer
I do not know how many rounds our typical combats last but I suspect it is similar to most here of course. But...in one session we had early this year we fought a battle that started at the beginning of our night and lasted the entire session! It wasn't even a decisive victory either way, the enemy escaped in the end and many members of the party were killed (actually not really killed because we are playing a Ravnica campaign and the stress led us to develop our sparks and planeswalk). Our DM had kept a tally and announced that our combat had lasted 16 rounds! I am dead certain that that's the longest combat I have ever taken part in by far.
 


the Jester

Legend
Just finished up session 6 of Keep on the Shadowfell, converted to 5e.

Encounter 1: five pcs, levels 4 to 5, vs. 8 zombies and a clay scout (CR 1/2; my conversion of a 4e monster). 6 rounds, largely due to the zombies clogging up the doorway, as well as to the fact that the pcs were almost completely depleted and desperate for a rest of any kind.

Encounter 2: same pcs, still without a rest, against a vampire spawn and a ghoul. 4 rounds.

Encounter 3: same pcs, after a short rest but desperate for a long rest... against an amphisbaena (my conversion, CR 5, not the official version from ToA). 3 rounds.

Analysis: Again, the fact that these are encounters designed for 4e makes them more taxing than they might be otherwise, although the amphisbaena was a random encounter outside while they were trying to get set up for the night. Not much to say about this one other than it was interesting watching the party work to survive when only one of them had more than one spell slot remaining. My amphisbaena came 1 hp short of insta-killing the 4th level monk, by the by; it would have done so if he'd failed his save for half damage against its poison.
 

S'mon

Legend
An average D&D combat is pretty consistently 3 rounds. I do run some much longer combats that take a whole session or even longer, with dozens of enemies - it can be a good way to challenge a higher level group when the entire dungeon comes down on them at once! I find that doesn't change by D&D edition. By contrast my Mini Six (D6 System) combats tend to be 1-2 rounds, as the system lacks ablative hit points & has a wound level death spiral - you either take out your enemy fast, or get taken out.
 

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