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General Tabletop Discussion
*Dungeons & Dragons
How much fighting do a typical D&D session have?
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<blockquote data-quote="Sotik" data-source="post: 7177536" data-attributes="member: 6889100"><p>As it has been said, 5E heavily suggests 6 or 7 combat encounters per long rest, and a long rest to heal from combat is expected to be done one per session. Though some cases like traveling over long distances break this, because every time a group camps they are taking a long rest, but it is not usually done to restore the party back to full health/abilities.</p><p></p><p>However, how long should it last or how much of the session should be dedicated towards it is all situational. I have seen groups breeze through encounters, and I have seen groups slog through it with crappy rolls. You also have to take into account players who stall, are looking things up, those who want to be rule lawyers, those who want to mess around drawing battles out. I've had my own group blow through things faster than I expected, and then have them take an entire session due to bad rolls and the such to get through something I felt was only going to be a half an hour ordeal.</p><p></p><p>I personally don't try to dedicate so much of a session towards something. I just plan out what will happen, and don't stress over "Is this to much RP, is it to much combat?" If my next session calls for the group to talk to the mayor, it might only be a 2 minute thing. However if the group wants to drag it out into the entire session, that is on them. If they manage to breeze through the next dungeon in 20 minutes when I expected it to be longer, then well they will get more RP when they get back to town and talk to NPC's. I don't try to force combat or RP to meet the status quo, I just let it happen naturally. The problem when you try to force such things, is that it will never happen when you expect it to. If some guards tell a group to travel to a city and talk to a king, they may decide to go exploring the mountains looking for a dragon instead. Or if they were tasked with going out and clearing a cave full of trolls, they may decide they don't like that idea and spend the time in a tavern drinking.</p></blockquote><p></p>
[QUOTE="Sotik, post: 7177536, member: 6889100"] As it has been said, 5E heavily suggests 6 or 7 combat encounters per long rest, and a long rest to heal from combat is expected to be done one per session. Though some cases like traveling over long distances break this, because every time a group camps they are taking a long rest, but it is not usually done to restore the party back to full health/abilities. However, how long should it last or how much of the session should be dedicated towards it is all situational. I have seen groups breeze through encounters, and I have seen groups slog through it with crappy rolls. You also have to take into account players who stall, are looking things up, those who want to be rule lawyers, those who want to mess around drawing battles out. I've had my own group blow through things faster than I expected, and then have them take an entire session due to bad rolls and the such to get through something I felt was only going to be a half an hour ordeal. I personally don't try to dedicate so much of a session towards something. I just plan out what will happen, and don't stress over "Is this to much RP, is it to much combat?" If my next session calls for the group to talk to the mayor, it might only be a 2 minute thing. However if the group wants to drag it out into the entire session, that is on them. If they manage to breeze through the next dungeon in 20 minutes when I expected it to be longer, then well they will get more RP when they get back to town and talk to NPC's. I don't try to force combat or RP to meet the status quo, I just let it happen naturally. The problem when you try to force such things, is that it will never happen when you expect it to. If some guards tell a group to travel to a city and talk to a king, they may decide to go exploring the mountains looking for a dragon instead. Or if they were tasked with going out and clearing a cave full of trolls, they may decide they don't like that idea and spend the time in a tavern drinking. [/QUOTE]
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