How to create balanced encounters?

SRD

First Post
The DMG explains everything about Encounter Levels but says nothing about how many encounters a party can (on average) confront before dying. Is there any part in any DnD book that answers this question?:
- how many encounters can I, as DM, squeeze inside a day? That is, after how many encounters can the party take an extended rest and replenish their Health? Just so that I don't create too hard or too easy adventures.
 

log in or register to remove this ad

More then most past editions, but it still depends?

If the level is somewhat below the party, many. On the other hand one encounter 4 or more levels above them can be enough.

Based on the published mods and own experience, seems to be about 4 (which is actually what it was supposed to be in 3E...so much for my first statement) of the same level or 1 or 2 higher.

And of course, flexibility is key. Bad luck, or an encounter that just turns out hard, may cut this short, and some improvised resting will be needed.
 

I've seen 13 encounter days several times in 4e, although that was atypical. I've also seen a party have to retreat for an extended rest after one encounter.

It really depends on the party- both its makeup and how savvy the players are. Leaders with surgeless healing abilities make a huge contribution to extended adventuring. (Healing surges are the real daily resource that ends your day when you're out of them now- even without any daily powers, a party is about 75% effective as long as they have a few surges left (maybe moreso with daily-less Essentials subclasses).
 

Ya, which version of the rules you are using also matters. Surge-less healing got out of control with divine power, then was nerfed with erratta. Updating MMI and MMII monsters to current damage will shorten the day. Classes that depend less on dailies may extend it, though I see that as less important then loss of surges.
 

We've managed anywhere from 2-6 tactical encounters. Most Skill challenges don't use much in the way of resources. On average we usually manage around 4 in an adventuring day.

Just make sure to stress that they can continue to adventure with 3 surges. Everyone seems to panic when they get low on surges, but characters only need max of three per encounter so can keep going at least one more encounter as long as they have 2 or more. Even then, as long as its not the defender down to 1 or 2 surges, they can just be careful and keep going.
 

I tend to run most encounters at a few levels higher than the players, so they can normally get through 2-3 encounters before really needing an extended rest without special help.

However, I tend to find the encounter a, encounter b, encounter c, retreat for an extended rest, (then repeat) to be somewhat unrealistic at times. I.E., my players are now invading a goblin lair. It would seem unheroic/uncinematic for them to suddenly pick up & run away for a night & then come back. IMO, the goblins are smart enough to either really reinforce their defenses or else pack up & run away.

So, in order to get more encounters in each day, if the players defeat a key bad guy or solve a tough skill challenge (a goblin underboss and some sentries outside a key tunnel, deciphering the runes & opening the locked secret passageway), I will give them a free recharge of a daily or encounter power on top of any milestone bonuses. Or, some similar type of bonus (free healing surge, recharge of an item daily). I think it's something like what they give in DMG2 as an alternate.
 

I believe the standard is 3-5 encounters/day, but I don't have a cite for you.

If you are running tough encounters, obviously, fewer, if easy encounters, more.

I've had a group go through as many as 8 encounters/day - and they were NOT easy encounters. It gets quite brutal.
 

Remove ads

Top