Early editions of D&D didn't really have a concept of balance, as we understand the concept. Prior to 3E, you were expected to avoid fights, and your resources (spells) existed as a buffer in case you messed up.I’ve only DM’d 5e, so excuse my ignorance,... Is the concept of an adventuring day new in that edition? Did PF1 have such a thing?
3.x and 4E era WotC people are working in PF2, yes.
Prior to 3E, you were expected to avoid fights, and your resources (spells) existed as a buffer in case you messed up.
It's as old as D&D, in a practical or de-facto sense. It's been explicit since, at the very least, 3e (of which PF1 is a clone, so yes, totally needs a prescribed 'adventuring day' to resource-balance classes vs eachother and encounters).I’ve only DM’d 5e, so excuse my ignorance,... Is the concept of an adventuring day new in that edition? Did PF1 have such a thing?
Nothing about the below sounds weird...People always go on about this resting problem. I tend to find it is ok in practice but maybe I run weird games.
IIRC, the prescribed day-length in 3.x (and, I assume PF is no different) was to average around 4 encounters/day. So your campaign has some single-encounter days that favor daily-resource-heavy classes, and some 3-5 encounter days that are more or less balanced. In theory, longer days could favor at-will-heavy classes. So, that averages, overall, below the prescribed length. I don't think that's at all unusual.Take my current campaign. I started with OOTA. While travelling through the under dark the one big encounter per day was pretty much the norm. When stopping off at one of the mini dungeons the whole dungeon was generally needed to be done at once so 3-5 encounters. And in other towns larger dungeons were found in some cases where more than one day might be needed to clear the whole.
If you were running 5e, which expects 6-8 encounter days, and 2-3 short rests, you'd be falling well short.
But - to be fair - what mostly seems to happen in practice after about 3rd level or so is that your daily players feel like their characters are awesome and your fighter players wonder why they're bothering to play something that isn't a caster. Which is why 5e sometimes feels so much like how we used to play D&D back when I was a kid, despite the loss of THAC0 and named saving throws and various other changes![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.