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How Do You Learn How To Design A High Level Adventure?
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<blockquote data-quote="Immortal Sun" data-source="post: 7585603"><p>Typically I custom-build monsters based around the expected performance level of my players. Usually trying to cover all the saves with different effects and looking for ways for give my "big baddies" multiple actions or "get out of jail free" reactions. </p><p></p><p>Here's a thing to note: design your monsters and your encounters with your preferred outcome in mind.</p><p></p><p>It's not hard to create ridiculous things that do nothing but punish players and get them killed, but that isn't typically "fun" or even challenging. I want my players to win. 99% of the time I design encounters that will be challenging, but ultimately have a strong chance of the players succeeding, provided they make good use of their resources. Generally speaking, there's a 20-40% chance of failure and really only if the players miss very obvious things.</p><p></p><p>I want my players to have an enjoyable, tough encounter that helps move the story forward, so I design all my taps, monsters and so for around the concept that after the battle, the players had fun, felt challenged and the story moved forward.</p><p></p><p>Other than that, as was already said: trial and error. Sometimes things work out, sometimes they don't, but there is, IMO, far more "fudge room" (and I don't mean dice fudging) for error at higher levels, so if your first try is too hard, your players are more likely to be able to run away and live to fight another day; if your encounter is too weak, you'll see where you need to toughen things up next round.</p></blockquote><p></p>
[QUOTE="Immortal Sun, post: 7585603"] Typically I custom-build monsters based around the expected performance level of my players. Usually trying to cover all the saves with different effects and looking for ways for give my "big baddies" multiple actions or "get out of jail free" reactions. Here's a thing to note: design your monsters and your encounters with your preferred outcome in mind. It's not hard to create ridiculous things that do nothing but punish players and get them killed, but that isn't typically "fun" or even challenging. I want my players to win. 99% of the time I design encounters that will be challenging, but ultimately have a strong chance of the players succeeding, provided they make good use of their resources. Generally speaking, there's a 20-40% chance of failure and really only if the players miss very obvious things. I want my players to have an enjoyable, tough encounter that helps move the story forward, so I design all my taps, monsters and so for around the concept that after the battle, the players had fun, felt challenged and the story moved forward. Other than that, as was already said: trial and error. Sometimes things work out, sometimes they don't, but there is, IMO, far more "fudge room" (and I don't mean dice fudging) for error at higher levels, so if your first try is too hard, your players are more likely to be able to run away and live to fight another day; if your encounter is too weak, you'll see where you need to toughen things up next round. [/QUOTE]
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