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<blockquote data-quote="Retreater" data-source="post: 9112768" data-attributes="member: 42040"><p>Typically between 4-6. This is pretty universal between all the groups I've run in 5e, regardless of size or composition.</p><p></p><p>The enemies would die in the first round before all the PCs act.</p><p></p><p>No, not especially. They can do it with some cantrips, maybe very low level spells. </p><p></p><p>To challenge the players and their characters. Like I don't want them to have to be expert tacticians, but I would like them to gang up on high priority targets, flank, buff their characters with magic, use Aid actions, use cover, switch weapons that better fit their needs (like maybe use a ranged attack on a distant enemy), etc. </p><p>In a typical day of adventuring, we're looking at 3 combats per day. Maybe to use 25% of their resources would feel like it was "somewhat challenging." </p><p></p><p>Because that's what's remembered. That's what gets the blood pumping. That's what has players leaning over to see what their friends are rolling. That's exciting. The rest of the game is just "boring." I would like to minimize boredom and disengagement and spend more time on the exciting stuff.</p><p></p><p>I don't think anyone likes TPKs. I might hate them more than the players, in honesty. </p><p>I would just like a reasonable idea of what encounters would be epic and fun (to use for boss encounters) and which would be exciting and worth doing. A few to flex muscles and show off would also be okay, but I would like to know how to plan them better.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9112768, member: 42040"] Typically between 4-6. This is pretty universal between all the groups I've run in 5e, regardless of size or composition. The enemies would die in the first round before all the PCs act. No, not especially. They can do it with some cantrips, maybe very low level spells. To challenge the players and their characters. Like I don't want them to have to be expert tacticians, but I would like them to gang up on high priority targets, flank, buff their characters with magic, use Aid actions, use cover, switch weapons that better fit their needs (like maybe use a ranged attack on a distant enemy), etc. In a typical day of adventuring, we're looking at 3 combats per day. Maybe to use 25% of their resources would feel like it was "somewhat challenging." Because that's what's remembered. That's what gets the blood pumping. That's what has players leaning over to see what their friends are rolling. That's exciting. The rest of the game is just "boring." I would like to minimize boredom and disengagement and spend more time on the exciting stuff. I don't think anyone likes TPKs. I might hate them more than the players, in honesty. I would just like a reasonable idea of what encounters would be epic and fun (to use for boss encounters) and which would be exciting and worth doing. A few to flex muscles and show off would also be okay, but I would like to know how to plan them better. [/QUOTE]
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