Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
How to Think About 6-8 Encounters Per Day
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Rhenny" data-source="post: 6839855" data-attributes="member: 18333"><p>Ugh, I typed a response on my phone and lost it all. Back to the drawing board...</p><p></p><p>I think both DMs and players need to celebrate the choice that adventuring day planning affords over encounter planning. One of the reasons why WoTC designed the 6-8 encounter day and moved away from encounter by encounter design was to put the decision to take short and long rests firmly in the hands of the players. Now, it really is a choice. Do you stop for an hour to recover slightly, or do you keep pursuing foes? Do you as a party feel as if you've found a safe enough place to rest either for 1 hour or for a full 8 when you feel exhausted an nearly drained? These are substantial questions that each party should face. I'm finding that when we give ourselves over to this mentality, we are more immersed in our character experience and the mechanics of resting rarely break my immersion. When we played with milestones (4e) the game always intruded and it felt more mechanical and less organic. So, to get the most out of 6-8, everyone has to buy into it.</p><p></p><p>I've also found that when players expect more in a day, I feel much more free to throw anything at them that fits with the story/situation, rather than try to balance encounters. Like you mentioned in the original post, [MENTION=2067]I'm A Banana[/MENTION], it gives the DM more freedom. With adventuring day, I feel perfectly fine just having the party encounter 2 guards. Most of the times, this is a triffle, but it fits the story, and with some random rolls it is quite possible that even against 2 guards, the party may need to blow some resources, or an alarm can be raised or one of the guards can escape, etc. I can also introduce them to an encounter where they are severely outmatched and depending on their condition or time of day, they have a different set of decisions that they must decide between. 6-8 encounters basically opens up the design space for a DM and allows the DM to use variety and diversity to make the adventure more interesting. To capitalize on this, all DMs need to pay more attention to variety and building encounters that have meaning and fit within the story of the campaign rather than worry so much about developing each and every encounter as a test that pushes the party to its limits. </p><p></p><p>Also, it is so easy now to have an easy encounter escalate into a more difficult battle as reinforcements join the fray. This is definitely a positive in my book. It gives DM much more control to raise and lower the level of tension during the game session. And, related to the escalation of a single encounter, one of the best tricks for taking advantage of 6-8 is to use deadly, easy, hard, easy (or combinations like that) to raise tension and provide relief, raise tension again, and provide relief. For any good story, tension and relief work hand in hand to enhance the story and make it more memorable. 6-8 encounter/day gives a DM more chances to use this technique.</p><p></p><p>Overall, the key to enjoying 6-8 encounter/day design is to be conscious of the variety and diversity it affords.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6839855, member: 18333"] Ugh, I typed a response on my phone and lost it all. Back to the drawing board... I think both DMs and players need to celebrate the choice that adventuring day planning affords over encounter planning. One of the reasons why WoTC designed the 6-8 encounter day and moved away from encounter by encounter design was to put the decision to take short and long rests firmly in the hands of the players. Now, it really is a choice. Do you stop for an hour to recover slightly, or do you keep pursuing foes? Do you as a party feel as if you've found a safe enough place to rest either for 1 hour or for a full 8 when you feel exhausted an nearly drained? These are substantial questions that each party should face. I'm finding that when we give ourselves over to this mentality, we are more immersed in our character experience and the mechanics of resting rarely break my immersion. When we played with milestones (4e) the game always intruded and it felt more mechanical and less organic. So, to get the most out of 6-8, everyone has to buy into it. I've also found that when players expect more in a day, I feel much more free to throw anything at them that fits with the story/situation, rather than try to balance encounters. Like you mentioned in the original post, [MENTION=2067]I'm A Banana[/MENTION], it gives the DM more freedom. With adventuring day, I feel perfectly fine just having the party encounter 2 guards. Most of the times, this is a triffle, but it fits the story, and with some random rolls it is quite possible that even against 2 guards, the party may need to blow some resources, or an alarm can be raised or one of the guards can escape, etc. I can also introduce them to an encounter where they are severely outmatched and depending on their condition or time of day, they have a different set of decisions that they must decide between. 6-8 encounters basically opens up the design space for a DM and allows the DM to use variety and diversity to make the adventure more interesting. To capitalize on this, all DMs need to pay more attention to variety and building encounters that have meaning and fit within the story of the campaign rather than worry so much about developing each and every encounter as a test that pushes the party to its limits. Also, it is so easy now to have an easy encounter escalate into a more difficult battle as reinforcements join the fray. This is definitely a positive in my book. It gives DM much more control to raise and lower the level of tension during the game session. And, related to the escalation of a single encounter, one of the best tricks for taking advantage of 6-8 is to use deadly, easy, hard, easy (or combinations like that) to raise tension and provide relief, raise tension again, and provide relief. For any good story, tension and relief work hand in hand to enhance the story and make it more memorable. 6-8 encounter/day gives a DM more chances to use this technique. Overall, the key to enjoying 6-8 encounter/day design is to be conscious of the variety and diversity it affords. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How to Think About 6-8 Encounters Per Day
Top