Originally Posted by Rhobar121
I think I will give up. You completely missed the whole point of my speech.
It literally does not matter if what enemy they use in the prologue, it can be a kobold, imp, or balor, this is not what my post was about.
It's all about tuning. If you have more fights, they must be inherently easier or the player would be massacred.
So the more fights you have to play before the long rest, the weaker each enemy must be. This means that we finally come to trash mobs.
And it doesn't matter what these enemies are, they can be kobolds, imps or balors, all these enemies can be trash mobs.
I know I'm doing it for nothing, but whatever.
If the game was intended for a large number of encounters, a fight like the Spectator would not be relevant. If its health was reduced to 5e, it would be destroyed in one turn.
Which means the entire combat project could be thrown in the bin, as it wouldn't be able to awaken more than one drow before dying.

Lol. Yeah. You're right. It's like you say A. I say that I get it, but you're not thinking about B, and you say I'm not understanding you when you say A because I keep saying B. But I keep saying it to make the point that I think A is totally wrong.

So, let me put it another way. This statement is false: "So the more fights you have to play before the long rest, the weaker each enemy must be. This means that we finally come to trash mobs.". How do I know? I've designed many D&D stories and campaigns. You don't need to have trash mobs in order to carry on an adventuring day.

Example:. Descent into Avernus. Cultists. 1st fight. Kinda quick but first real fight, so kinda like 3 imps on the Nautiloid. In the dungeon. 2nd fight. But tougher. Monk was hurt the most. Cleric uses Cure Wounds and heals. level 1 mind you, so not a lot of slots. 3rd fight, Banite cleric and companion. Tough fight. Party suffers much more from this one, and Warlock and Wizard and Cleric use up all spells. Short rest. Hit Dice used to heal. Fighter and the monk suffered most. Wizard uses Arcane Recovery to get back a slot but no Hit Dice. Cleric no Hit Dice. Fighter gains cool flail. They still continue. Warlock gets back spell slot.

4th fight. Crazy Myrkul necromancer and zombies. Tough fight. Fortunately, wizard had a spell and so did warlock. Myrkul necromancer has potions of healing and spell books. PCs use potions to heal. Wizard now only has cantrips. 5th fight. Couple more cultists. Because no spells, fight is challenging. Fortunately, found a few more potions. PCs, however, risk another short rest. Fortunately, no cultists find them during that hour. Warlock regains spell slot. Some use potions. Others Hit Dice. 6th fight. Zombies. They win, but tough fight. Hallelujah! Level up. New abilities and spell slots unlocked. Also, 1 more Short Rest Hit Dice each. Fighter now has Second Wind and Action Surge.

7th fight. PCs have more HP and abilities. Fight cultists. Tough fight. Short rest. Fighter uses Hit Dice and Second Wind. Others use Hit Dice. Cleric uses last spell slot to Cure Wounds for one person.

8th fight. Save people from torture room cultists. Tough fight, but found more potions. Short rest. Warlock regains spell slot. Fighter gets back Second Wind. Still going. No long rest yet. Players are really feeling it though. Wizard and Warlock mostly using cantrips. Awe. Poor babies. It's almost like their fighters who keep using their single melee weapon or something. Big deal. Encounters are unique a d different each time and challenging... Oh yeah. And I forgot. Wizard and Warlock keep finding spell scrolls so they CAN periodically mix it up and use more higher level spells.

Skip ahead. 12th fight. Final boss. Still no long rest. Every fight, just about, is tough. Regardless, all unique. All interesting.