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General Tabletop Discussion
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The Adventuring Day has nothing to do with encounter balance.
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<blockquote data-quote="Oofta" data-source="post: 8991301" data-attributes="member: 6801845"><p>Hit points and hit die are rarely the issue. It's other resources, primarily spell slots. In most games I've ever been involved with the party is fully healed when an encounter starts. The cleric may have used precious spell slots to accomplish this, or they may have chugged all their healing potions. In some cases they may have spent hit die during short rests, but after a few levels it isn't normally an issue.</p><p></p><p></p><p></p><p>No version of D&D has handled solo monsters well. Lair and legendary actions help, but the default assumption is a 4 person party. Have more than 4 people and I agree that the number of "extras" legendary creatures get falls behind. I add extra legendary actions, I consider adding a second set of lair actions for groups of 6 or more.</p><p></p><p></p><p></p><p>No version of D&D has handled solo monsters well. Lair and legendary actions help, but the default assumption is a 4 person party. Have more than 4 people and I agree that the number of "extras" legendary creatures get falls behind. I add extra legendary actions, I consider adding a second set of lair actions for groups of 6 or more.</p><p></p><p>There's no limit to the number of monsters you can throw at a party. Sometimes the PCs outnumber the enemy, sometimes that's reversed. Therefore the action economy is also reversed.</p><p></p><p></p><p></p><p>I don't use the default calculations, primarily I ignore the numbers multiplier. But when calculating difficulty you always have to adjust for your group because it will always vary from one group to the next.</p><p></p><p></p><p></p><p></p><p>As I said above, solos simply don't work and never really have in any edition unless you have a small group of PCs. Hit dice have little or nothing to do with attrition after the first few levels, it's all about other resources. </p><p></p><p>There's this myth that you can't challenge PCs after a certain level that I've never understood. Yes, encounter balance is as much an art as a science but I don't know any way around that. Party build, synergy and simple tactical acumen of the players makes too much of a difference. But I've run groups to level 20. My current group is 19th and in the last fight it came close to a TPK when the big bad was the last enemy standing and was down to 3 HP. Then the dice went south for the PCs and it was a close call.</p><p></p><p>I try to get 4-10 fights between long rests and it seems to work fairly well, although at high levels it tends to be at the low end because combats get complex. It give the non-casters a chance to shine because the wizard can't nova every combat, or at least not as often. There's a lot you can do to counter that, but I'm not 100% sure what you're trying to get at.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8991301, member: 6801845"] Hit points and hit die are rarely the issue. It's other resources, primarily spell slots. In most games I've ever been involved with the party is fully healed when an encounter starts. The cleric may have used precious spell slots to accomplish this, or they may have chugged all their healing potions. In some cases they may have spent hit die during short rests, but after a few levels it isn't normally an issue. No version of D&D has handled solo monsters well. Lair and legendary actions help, but the default assumption is a 4 person party. Have more than 4 people and I agree that the number of "extras" legendary creatures get falls behind. I add extra legendary actions, I consider adding a second set of lair actions for groups of 6 or more. No version of D&D has handled solo monsters well. Lair and legendary actions help, but the default assumption is a 4 person party. Have more than 4 people and I agree that the number of "extras" legendary creatures get falls behind. I add extra legendary actions, I consider adding a second set of lair actions for groups of 6 or more. There's no limit to the number of monsters you can throw at a party. Sometimes the PCs outnumber the enemy, sometimes that's reversed. Therefore the action economy is also reversed. I don't use the default calculations, primarily I ignore the numbers multiplier. But when calculating difficulty you always have to adjust for your group because it will always vary from one group to the next. As I said above, solos simply don't work and never really have in any edition unless you have a small group of PCs. Hit dice have little or nothing to do with attrition after the first few levels, it's all about other resources. There's this myth that you can't challenge PCs after a certain level that I've never understood. Yes, encounter balance is as much an art as a science but I don't know any way around that. Party build, synergy and simple tactical acumen of the players makes too much of a difference. But I've run groups to level 20. My current group is 19th and in the last fight it came close to a TPK when the big bad was the last enemy standing and was down to 3 HP. Then the dice went south for the PCs and it was a close call. I try to get 4-10 fights between long rests and it seems to work fairly well, although at high levels it tends to be at the low end because combats get complex. It give the non-casters a chance to shine because the wizard can't nova every combat, or at least not as often. There's a lot you can do to counter that, but I'm not 100% sure what you're trying to get at. [/QUOTE]
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The Adventuring Day has nothing to do with encounter balance.
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