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General Tabletop Discussion
*Dungeons & Dragons
One or Two Fights a Day Encounter Design
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<blockquote data-quote="Tony Vargas" data-source="post: 6782082" data-attributes="member: 996"><p>Yep. It's worked well for me before, in both 5e and 4e. You can change the time scale - long rest is a week, short rest is overnight - and/or the requirements (long rests only in safe/friendly settlements, only short rests in hostile wilderness; only short rests while traveling at sea, long rests require you make port; etc) - to fit the mechanics to the pacing of your story. With 5e you still need a large number of encounters to balance classes, encounters, and attrition... </p><p></p><p>There really is no good way to scale encounters for single-encounter days in 5e. You can just ratchet it up enough - higher level monsters, outnumbering the party, etc - to make the encounter dangerous, but the result can be deadlier or more of a slog than intended, or even anti-climactic, and that's just the encounter. Class balance can't be restored that way, and attrition is gone as a challenge.</p><p></p><p>With a one-shot and no 'healer' in the party, though, I think a short-rests-only adventure, but with short rests between each encounter could work out. Short rests allow HD to be spent, so the hp/resource attrition element comes in and the need for a healer is lessened. Even though it's only half a standard 'day' worth of encounters, there's still some pressure on daily resources, and classes that get short-rest re-charges receive a boost to help make up for the boost that gives long-rest-recharge classes who normally have to stretch their resources over 6-8 encounters instead of only 4. Purely at-will characters aren't going to get to shine much in that scenario, but it's still a much better set-up than long rests between every encounter.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6782082, member: 996"] Yep. It's worked well for me before, in both 5e and 4e. You can change the time scale - long rest is a week, short rest is overnight - and/or the requirements (long rests only in safe/friendly settlements, only short rests in hostile wilderness; only short rests while traveling at sea, long rests require you make port; etc) - to fit the mechanics to the pacing of your story. With 5e you still need a large number of encounters to balance classes, encounters, and attrition... There really is no good way to scale encounters for single-encounter days in 5e. You can just ratchet it up enough - higher level monsters, outnumbering the party, etc - to make the encounter dangerous, but the result can be deadlier or more of a slog than intended, or even anti-climactic, and that's just the encounter. Class balance can't be restored that way, and attrition is gone as a challenge. With a one-shot and no 'healer' in the party, though, I think a short-rests-only adventure, but with short rests between each encounter could work out. Short rests allow HD to be spent, so the hp/resource attrition element comes in and the need for a healer is lessened. Even though it's only half a standard 'day' worth of encounters, there's still some pressure on daily resources, and classes that get short-rest re-charges receive a boost to help make up for the boost that gives long-rest-recharge classes who normally have to stretch their resources over 6-8 encounters instead of only 4. Purely at-will characters aren't going to get to shine much in that scenario, but it's still a much better set-up than long rests between every encounter. [/QUOTE]
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