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How to Think About 6-8 Encounters Per Day
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<blockquote data-quote="Tony Vargas" data-source="post: 6839013" data-attributes="member: 996"><p>If I'm concerned about the 5MWD at all (and I'm often not, either because I'm running 4e and class balance isn't distorted, or I'm running 5e, and I have lots of other options to manage that balance). The first/simplest thing I'll do is set conditions for a rest. In one campaign, the PCs are ostensibly pirates and there's lots of long ocean voyages. The rule was: to get the benefits of a long rest, you have to set in (to port or a convenient island somewhere) and gather water & fresh supplies, maybe carouse in a friendly port for a day or two. If they want to rest more often, they'll have to chart a course accordingly, with more frequent stops. Pinning yourself down to long rest = 8 hours, or short-rest-per-day, long-rest-per-week, or even the 13A every 4th encounter have a full heal-up, is overly constraining. There's all sorts of ways a party could be put upon, or revived. The ol' magic fountain/pool in the middle of the dungeon for no reason could give you the benefit of a rest the first time you drink from it. When you reach the temple, the priestess can give you a blessing that revives you. You can tie it to player actions & skills. A DC 10 check lets you survive in the wilderness, more and higher DC checks let you find a place safe enough to get the benefits of a short rest, even more, a long rest. The week-long raucous festival in the city keeps you from resting - whether you're partying or being kept awake by the noise, unless you get into one of the better parties. Sleeping in the Greymoore swamp will only get you a case of filth fever, unless you're good enough at medicine. etc... etc...</p><p></p><p>The other obvious ploy is time pressure. If the mission is essentially a raid on a remotely-organized stronghold rather than a dungeon-clearing operation, for instance, there's no stopping for an hour to rest. If the city is being attacked, right now, you help defend it, right now - and with armies clashing, there are potentially a lot of encounters in rapid succession. There's all manner of genre-appropriate impending doom you could be trying to avert. Or you could just be racing rivals to a rich prize. Calling it a 'ploy' isn't even fair, it's terribly common in heroic fiction of any genre.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6839013, member: 996"] If I'm concerned about the 5MWD at all (and I'm often not, either because I'm running 4e and class balance isn't distorted, or I'm running 5e, and I have lots of other options to manage that balance). The first/simplest thing I'll do is set conditions for a rest. In one campaign, the PCs are ostensibly pirates and there's lots of long ocean voyages. The rule was: to get the benefits of a long rest, you have to set in (to port or a convenient island somewhere) and gather water & fresh supplies, maybe carouse in a friendly port for a day or two. If they want to rest more often, they'll have to chart a course accordingly, with more frequent stops. Pinning yourself down to long rest = 8 hours, or short-rest-per-day, long-rest-per-week, or even the 13A every 4th encounter have a full heal-up, is overly constraining. There's all sorts of ways a party could be put upon, or revived. The ol' magic fountain/pool in the middle of the dungeon for no reason could give you the benefit of a rest the first time you drink from it. When you reach the temple, the priestess can give you a blessing that revives you. You can tie it to player actions & skills. A DC 10 check lets you survive in the wilderness, more and higher DC checks let you find a place safe enough to get the benefits of a short rest, even more, a long rest. The week-long raucous festival in the city keeps you from resting - whether you're partying or being kept awake by the noise, unless you get into one of the better parties. Sleeping in the Greymoore swamp will only get you a case of filth fever, unless you're good enough at medicine. etc... etc... The other obvious ploy is time pressure. If the mission is essentially a raid on a remotely-organized stronghold rather than a dungeon-clearing operation, for instance, there's no stopping for an hour to rest. If the city is being attacked, right now, you help defend it, right now - and with armies clashing, there are potentially a lot of encounters in rapid succession. There's all manner of genre-appropriate impending doom you could be trying to avert. Or you could just be racing rivals to a rich prize. Calling it a 'ploy' isn't even fair, it's terribly common in heroic fiction of any genre. [/QUOTE]
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