I will never understand how the argument over the Adventuring Day can repeat every week it seems, and theres always people neglecting to account for the fact that the recommendation is 6-8 Medium encounters.
If you run harder encounters, you can compress the day considerably.
And that tends to be the most sound idea anyway, given the games math was originally balanced around the equivalent of 3-4 Hards and that math never really changed when we transitioned out of Next, other than through the bizarre addition of the "Easy" encounter, which shifted the original difficulties upwards and presented an awkward natural language problem that insists on "medium" being the standard encounter when it shouldn't be mathematically.
Its also important to note that the same guidelines are balanced around things like Feats, Magic Items, and post-PHB content not being used, which is also something people constantly neglect to account for.
Overall if you want a functioning Adventuring Day in 5e, take this advice:
1. Double the encounter difficulty thresholds for each PC. Triple it when they reach level 10.
2. Stick with Hard as your standard encounter. Anything easier should not be run through Initiative based combat.
3. Optionally, swap to Epic Heroism (with Spell Recovery), and use Slow Natural Healing and Healing Surges. (Lingering Injuries as well if your players aren't weenies)
Doubling the difficulty thresholds fixes the encounter math. Its by no means comprehensive and you could get much more granular if you cared to, but 2x is a good general multiplier that will cover most party compositions.
Sticking with Hards consolidates the Adventuring Day into a more reasonable session, but it should also be said that an Adventuring Day doesn't need to be equal to a single session; they can be shorter than one, and its okay to still be on the same day across a couple of sessions.
And the variant rule options just take everything a step farther. EH brings the game back closer to its original 4E design, which will make encounter and adventure design dramatically easier, and the other 3 rules help temper the parties increased power levels.
They'll be more consistently powerful regardless of how far along in the day you are (meaning its easy to know an encounter will run fine), but the increased attrition of health means they can't just go hog wild on everything, and especially not when the encounters are corrected for the difficulty they should be at.
If you run harder encounters, you can compress the day considerably.
And that tends to be the most sound idea anyway, given the games math was originally balanced around the equivalent of 3-4 Hards and that math never really changed when we transitioned out of Next, other than through the bizarre addition of the "Easy" encounter, which shifted the original difficulties upwards and presented an awkward natural language problem that insists on "medium" being the standard encounter when it shouldn't be mathematically.
Its also important to note that the same guidelines are balanced around things like Feats, Magic Items, and post-PHB content not being used, which is also something people constantly neglect to account for.
Overall if you want a functioning Adventuring Day in 5e, take this advice:
1. Double the encounter difficulty thresholds for each PC. Triple it when they reach level 10.
2. Stick with Hard as your standard encounter. Anything easier should not be run through Initiative based combat.
3. Optionally, swap to Epic Heroism (with Spell Recovery), and use Slow Natural Healing and Healing Surges. (Lingering Injuries as well if your players aren't weenies)
Doubling the difficulty thresholds fixes the encounter math. Its by no means comprehensive and you could get much more granular if you cared to, but 2x is a good general multiplier that will cover most party compositions.
Sticking with Hards consolidates the Adventuring Day into a more reasonable session, but it should also be said that an Adventuring Day doesn't need to be equal to a single session; they can be shorter than one, and its okay to still be on the same day across a couple of sessions.
And the variant rule options just take everything a step farther. EH brings the game back closer to its original 4E design, which will make encounter and adventure design dramatically easier, and the other 3 rules help temper the parties increased power levels.
They'll be more consistently powerful regardless of how far along in the day you are (meaning its easy to know an encounter will run fine), but the increased attrition of health means they can't just go hog wild on everything, and especially not when the encounters are corrected for the difficulty they should be at.