Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
So I ran a 6-8 encounter day...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tony Vargas" data-source="post: 7467816" data-attributes="member: 996"><p>It was changed quite a bit from 4e, which, like 1e, assumed the party would rest for a bit (bind wounds &c) after most every fight (3e also had a sort of short rest, thanks to the impact of Wands of low-level spells like CLW or Lesser Vigor, you could heal everyone up in a few minutes after every fight for a fairly trivial cost in consumables). 5e's 'short' rest is a full hour (to overnight if you use the 'gritty' variant) so you can easily have two or more encounters between short rests. 3.x/PF and earlier, most classes were either all-in on at-will or all-in on daily, with hybrids, like half-casters or multi-class fighter/magic-users & the like, splitting the difference, and coming with issues of their own. </p><p></p><p>In 4e, along with the class designs investing less overall effectiveness in daily resources, it meant the number of encounters/day mainly affected relative encounter difficulty: the party could be taxed to the breaking point over a very long day until even a level-1 encounter would look dicey, or it could engineer a single-encounter day and pull out all the stops taking on a more brutal encounter than usual with a much better chance of success. But, class balance didn't vary wildly with the day length the way it did in other eds, and does in 5e. So you could run a campaign that tended towards single encounter days, consistently, or one that varied around an average, or one that tended to long, grueling days - all with minimal issues.</p><p></p><p>And, for the first time, 5e has classes with a very significant portion of their effectiveness wrapped up in short-rest resources (the Warlock probably the prime example). Balancing 5e via pacing is thus as or more complex an exercise than it's ever been, with how you do it depending on party makeup, among other things.</p><p></p><p></p><p> So three short-rest types, and the two long-rest types (both healers) have more solid baselines than the stereotypical D&D magic-user... if they get the odd short rest, should be able to handle 6-8 encounters, no problem. If it gets rough and there are multiple short rests to burn HD, and the divine magic goes mostly to healing, it could be a frustrating day for the Cleric...</p><p></p><p> Actually, sounds rough for the short-rest types, too, only one short rest where 2 or 3 might be expected.</p><p></p><p> Of course. </p><p></p><p> See? Working as intended! Not 'too easy,' afterall.</p><p></p><p></p><p>BTW: I like how you didn't limit yourself to actual fights when counting up 'encounters.' </p><p></p><p></p><p>Well done.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7467816, member: 996"] It was changed quite a bit from 4e, which, like 1e, assumed the party would rest for a bit (bind wounds &c) after most every fight (3e also had a sort of short rest, thanks to the impact of Wands of low-level spells like CLW or Lesser Vigor, you could heal everyone up in a few minutes after every fight for a fairly trivial cost in consumables). 5e's 'short' rest is a full hour (to overnight if you use the 'gritty' variant) so you can easily have two or more encounters between short rests. 3.x/PF and earlier, most classes were either all-in on at-will or all-in on daily, with hybrids, like half-casters or multi-class fighter/magic-users & the like, splitting the difference, and coming with issues of their own. In 4e, along with the class designs investing less overall effectiveness in daily resources, it meant the number of encounters/day mainly affected relative encounter difficulty: the party could be taxed to the breaking point over a very long day until even a level-1 encounter would look dicey, or it could engineer a single-encounter day and pull out all the stops taking on a more brutal encounter than usual with a much better chance of success. But, class balance didn't vary wildly with the day length the way it did in other eds, and does in 5e. So you could run a campaign that tended towards single encounter days, consistently, or one that varied around an average, or one that tended to long, grueling days - all with minimal issues. And, for the first time, 5e has classes with a very significant portion of their effectiveness wrapped up in short-rest resources (the Warlock probably the prime example). Balancing 5e via pacing is thus as or more complex an exercise than it's ever been, with how you do it depending on party makeup, among other things. So three short-rest types, and the two long-rest types (both healers) have more solid baselines than the stereotypical D&D magic-user... if they get the odd short rest, should be able to handle 6-8 encounters, no problem. If it gets rough and there are multiple short rests to burn HD, and the divine magic goes mostly to healing, it could be a frustrating day for the Cleric... Actually, sounds rough for the short-rest types, too, only one short rest where 2 or 3 might be expected. Of course. See? Working as intended! Not 'too easy,' afterall. BTW: I like how you didn't limit yourself to actual fights when counting up 'encounters.' Well done. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
So I ran a 6-8 encounter day...
Top