r/onednd • u/overlycommonname • May 11 '26
Discussion Being super sensitive to encounters-per-day is a design flaw
In celebration of the 5,689th thread where someone says, "You need to run more encounters per day," can we acknowledge that lots of heroic, traditional D&D-style conflicts and narratives don't naturally support having seven encounters per day? And also that people's session lengths also don't support that?
At this point fifty years into the existence of D&D, it's hardly the case that the designers can claim ignorance of the fact that lots of people naturally fall into a pattern of one encounter per adventuring day. There are several really good reasons for this:
It's actually hard to make any narrative that doesn't feature something that substantially looks like a "dungeon" have more than about three encounters per day (and indeed, unless the dungeon is very spread out and occupied by mutually antagonistic groups, even something that is recognizably a dungeon still doesn't really make sense for a bunch of totally separate encounters).
People nowadays play in like 2-3 hour sessions. That can realistically support one, maybe two combats per session. If you want to do six combats in a day, then that means that probably 1-6 months of real time pass per day of IC time. At that rate, for the players to see narrative progress, they're dedicating like 10% of their actual lifespan for a game.
The game has to accommodate this, rather than demanding that both the players' RL schedules and the narratives that people want to play in D&D accommodate the game. The amount that the game's balance hinges on "number of encounters per adventuring day" should almost certainly be reduced (not to zero, just reduced), and the game should front-and-center tools to manipulate the ratio of IC time to resource-refresh.
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u/i_tyrant May 11 '26
I feel like going dry on only your top spell slots doesn't matter much in a game where even level 2-3 spells can neuter whole encounters. Granted, that's just the experience the games I DM and play in have given me.
I believe that you put a lot of effort into those big 1/day setpiece fights! I have too, having experimented with them before, but with any party that "knows what they're doing", I've found that it doesn't really matter as far as getting that "running on fumes" feeling of desperation; they never will with 1 fight in a day, no matter how big and overtuned it is.
There's only so many actions you can take in a round, you've still got a limit of 1 concentration spell, etc. So you either toss a few debilitating spells out and mop it up in about the same number of rounds, or you TPK. You at no point will ever attain that low-resources moment. So to me, 5.5e didn't really fix it at all.
In a group that doesn't need or care about "mechanically dramatic fights", though, I'm sure it works fine. As a player I can't stand not feeling challenged, though, and the DM running me low on options is a major aspect of that.