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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Removing Pointless Death (+)
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<blockquote data-quote="Selganor" data-source="post: 9782153" data-attributes="member: 1135"><p>Speaking of guidelines... How many combat (and other resource draining) encounters do you usually have per long rest?</p><p></p><p>D14 assumes 6-8 medium/hard encounters per long rest with 2 short rests per long rest. </p><p>D24 doesn't mention short rests (they removed them from many features) but the xp/character per encounter seem to assume 6/4/3 encounters/day for easy/medium/hard encounters, so about half of D14</p><p></p><p>In A5E you got (2*Tier ; Min1) encounter points/day with easy/hard/deadly encounters costing 0.5/2/4 encounter points.but A5E has a different formula to determine easy/hard/deadly than D14/D24</p><p></p><p>If the party doesn't know when they can rest (or even have time for a short rest) they have to be way more stingy with resources and probably won't use their full potential.</p><p></p><p>But if they know that after this encounter there wouldn't be another difficult problem they could just nova and things look completely different.</p><p></p><p>Difficulties in published adventures can also be completely different depending on your group... The more enemies (no matter how weak they are) the harder they are for groups that don't have attacks that affect more than one target. </p><p>Adventures also often assume that they could throw lots of weak undead at a group because their cleric can just turn them.</p><p></p><p>Some of my experiences regarding encounters:</p><ul> <li data-xf-list-type="ul">Even if you don't/won't "fudge" rolls you can still adjust some things in the middle of combat. Some enemies might decide to surrender or run away (or look for reinforcements?) which can drastically change things one way or another</li> <li data-xf-list-type="ul">"Cheat" with the health of enemies: Your players don't know the real hp of enemies, so if you notice that things go bad and after a mighty attack the boss still has a handfull of hp left and will probably tpk the group in the next turn maybe just grant the players the "win". (Things can also go both ways if there was an "easy" win against a dangerous opponent who always missed maybe grant them one last round even if they should be dead already)</li> </ul></blockquote><p></p>
[QUOTE="Selganor, post: 9782153, member: 1135"] Speaking of guidelines... How many combat (and other resource draining) encounters do you usually have per long rest? D14 assumes 6-8 medium/hard encounters per long rest with 2 short rests per long rest. D24 doesn't mention short rests (they removed them from many features) but the xp/character per encounter seem to assume 6/4/3 encounters/day for easy/medium/hard encounters, so about half of D14 In A5E you got (2*Tier ; Min1) encounter points/day with easy/hard/deadly encounters costing 0.5/2/4 encounter points.but A5E has a different formula to determine easy/hard/deadly than D14/D24 If the party doesn't know when they can rest (or even have time for a short rest) they have to be way more stingy with resources and probably won't use their full potential. But if they know that after this encounter there wouldn't be another difficult problem they could just nova and things look completely different. Difficulties in published adventures can also be completely different depending on your group... The more enemies (no matter how weak they are) the harder they are for groups that don't have attacks that affect more than one target. Adventures also often assume that they could throw lots of weak undead at a group because their cleric can just turn them. Some of my experiences regarding encounters: [LIST] [*]Even if you don't/won't "fudge" rolls you can still adjust some things in the middle of combat. Some enemies might decide to surrender or run away (or look for reinforcements?) which can drastically change things one way or another [*]"Cheat" with the health of enemies: Your players don't know the real hp of enemies, so if you notice that things go bad and after a mighty attack the boss still has a handfull of hp left and will probably tpk the group in the next turn maybe just grant the players the "win". (Things can also go both ways if there was an "easy" win against a dangerous opponent who always missed maybe grant them one last round even if they should be dead already) [/LIST] [/QUOTE]
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