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last encounter was totally one-sided
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<blockquote data-quote="Flamestrike" data-source="post: 6971404" data-attributes="member: 6788736"><p>I agree they dont force the 6-8 on you in the AP's; they leave it up to the DM to police having regards to his own group.</p><p></p><p>Personally I would hate it if they did push 6-8 on you all the time. That would get stale fast. You <em>want </em>some days to only have the one encounter (deadly+) and some to feature more than 6-8 encounters. You want some days to feature more than 2-3 short rests, and some days to feature less.</p><p></p><p>For mine, its better that this decision is made by the DM, having regards to his players and the situation, rather than being artifically enforced and pushed on every group for every encounter.</p><p></p><p>I mean the adventures are all wide open sandboxes, with 'zoomed in' dungeon areas with a bunch of encounters all grouped together. You basically wander from one bunched up encounter area to another, possibly getting a random encounter every few days.</p><p></p><p></p><p></p><p>Dude, the very first module (ToD) features the PCs stumbling into a siege, and having 6-8 encounters with enough time for 2 short rests. A bunch of kobolds, a guard drake, a dragon attack, a raid outside the walls, capturing a cultist, a burning building, and the fight with the half dragon.</p><p></p><p>OoTA features the PCs captured by Drow and escaping, with no time to long rest and being chased by the dark elves.</p><p></p><p></p><p></p><p>Thanks brother.</p><p></p><p>Its easy to do with a single quest/ adventure. If you're running an episodic campaign, with one adventure following another (with downtime in the middle) its easy to do.</p><p></p><p>With sandboxes it becomes a little more complex. Of course, if your sandbox is basically a hex map with a series of adventures that dont get triggered till the PCs enter the hex its easier (the clock starts ticking once they explore the hex and trigger the quest). Within that paradigm you can have other clocks ticking (the bandits at hex B5 relocate after X days, the Orcs at Hex C19 attack the town 3 hexes away on X, the necromancers army at Hex A4 grows by X undead per day) and so forth.</p><p></p><p>Its amazing how your game world comes alive when you apply these kinds of time constraints on your party. Adventures become thrilling races against the clock, and gain a whole new dimension.</p><p></p><p>I mean my biggest problem with the 5 minute AD isnt the nova strike balance issues with it; its just that an adventure where you're not racing against the clock, or there are no time constraints is totally boring and ruins my immersion.</p><p></p><p>In real life and in all fiction, the heroes dont have all the time in the world to do whatever they are doing. They gotta save the princess, kill the necromancer, recover/ destroy/ locate/ deliver the macguffin, defuse the bomb, blow up the Death Star, rescue their daughter, reach the castle, stop the ritual <em>by time X</em> or else <em>bad thing Y</em> happens.</p><p></p><p>Dont overuse time constraints, but use them. Your campaign will be enriched greatly if you do.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6971404, member: 6788736"] I agree they dont force the 6-8 on you in the AP's; they leave it up to the DM to police having regards to his own group. Personally I would hate it if they did push 6-8 on you all the time. That would get stale fast. You [I]want [/I]some days to only have the one encounter (deadly+) and some to feature more than 6-8 encounters. You want some days to feature more than 2-3 short rests, and some days to feature less. For mine, its better that this decision is made by the DM, having regards to his players and the situation, rather than being artifically enforced and pushed on every group for every encounter. I mean the adventures are all wide open sandboxes, with 'zoomed in' dungeon areas with a bunch of encounters all grouped together. You basically wander from one bunched up encounter area to another, possibly getting a random encounter every few days. Dude, the very first module (ToD) features the PCs stumbling into a siege, and having 6-8 encounters with enough time for 2 short rests. A bunch of kobolds, a guard drake, a dragon attack, a raid outside the walls, capturing a cultist, a burning building, and the fight with the half dragon. OoTA features the PCs captured by Drow and escaping, with no time to long rest and being chased by the dark elves. Thanks brother. Its easy to do with a single quest/ adventure. If you're running an episodic campaign, with one adventure following another (with downtime in the middle) its easy to do. With sandboxes it becomes a little more complex. Of course, if your sandbox is basically a hex map with a series of adventures that dont get triggered till the PCs enter the hex its easier (the clock starts ticking once they explore the hex and trigger the quest). Within that paradigm you can have other clocks ticking (the bandits at hex B5 relocate after X days, the Orcs at Hex C19 attack the town 3 hexes away on X, the necromancers army at Hex A4 grows by X undead per day) and so forth. Its amazing how your game world comes alive when you apply these kinds of time constraints on your party. Adventures become thrilling races against the clock, and gain a whole new dimension. I mean my biggest problem with the 5 minute AD isnt the nova strike balance issues with it; its just that an adventure where you're not racing against the clock, or there are no time constraints is totally boring and ruins my immersion. In real life and in all fiction, the heroes dont have all the time in the world to do whatever they are doing. They gotta save the princess, kill the necromancer, recover/ destroy/ locate/ deliver the macguffin, defuse the bomb, blow up the Death Star, rescue their daughter, reach the castle, stop the ritual [I]by time X[/I] or else [I]bad thing Y[/I] happens. Dont overuse time constraints, but use them. Your campaign will be enriched greatly if you do. [/QUOTE]
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