Jester David
Hero
Do those five encounters advance the overall story? Or are they just just five additional encounters for the purposes of having a full adventuring day?
The former is good. The latter is just padding, which is detrimental to the actual story (needlessly expanding the campaign while adding nothing).
If they're just there but don't actually confer any really challenge (i.e. there's no chance of death, no interesting interactions to be had) you could just narrate them. "You fight your way past a few additional swarms of spiders, but dispatch them as easily as the last group."
Really, random encounters are good for a change of pace at the table. After a bunch of roleplaying and travel, a random encounter is good to give the action orientated PCs something to do. When the attention starts to lag and people start building dice towers, you throw out a random encounter. It doesn't matter of it's just one for that day and success is a foregone conclusion, because the fun of that encounter doesn't come from winning or surviving, but engaging in that encounter.
Adding two more in rapid succession (let alone four more) doesn't have the same "break" aspect. Because, closely after three combat encounter, you don't "need" a break from roleplaying and exploration.
The former is good. The latter is just padding, which is detrimental to the actual story (needlessly expanding the campaign while adding nothing).
If they're just there but don't actually confer any really challenge (i.e. there's no chance of death, no interesting interactions to be had) you could just narrate them. "You fight your way past a few additional swarms of spiders, but dispatch them as easily as the last group."
Really, random encounters are good for a change of pace at the table. After a bunch of roleplaying and travel, a random encounter is good to give the action orientated PCs something to do. When the attention starts to lag and people start building dice towers, you throw out a random encounter. It doesn't matter of it's just one for that day and success is a foregone conclusion, because the fun of that encounter doesn't come from winning or surviving, but engaging in that encounter.
Adding two more in rapid succession (let alone four more) doesn't have the same "break" aspect. Because, closely after three combat encounter, you don't "need" a break from roleplaying and exploration.