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Monster Design in D&D Next
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<blockquote data-quote="DEFCON 1" data-source="post: 5941873" data-attributes="member: 7006"><p>Just because the focus of the game is on the complete adventure, and thus making sure all characters have abilities that are balanced across multiple events within that adventure, <em>does not</em> mean they don't have to keep track of what can happen in any specific individual encounter or fight.</p><p></p><p>The adventure may dictate for example 3000 XP spread over its length... but that doesn't mean a good or balanced design with that 3000 XP is eight fights worth 25 XP each, followed by an 1800 XP monstrous shitkicker. Which, if you don't talk about that in the DMG... means some newer or less-experienced DMs might actually think that's as valid a way to design an adventure as any other. Which they would unfortunately find out is not to be the case when the players are bored with those first 8 and then absolutely decimated in that final battle.</p><p></p><p>So giving helpful tips on designing adventures <strong>and</strong> individual fights or encounters is a good idea. You don't need to forsake one for the other.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5941873, member: 7006"] Just because the focus of the game is on the complete adventure, and thus making sure all characters have abilities that are balanced across multiple events within that adventure, [I]does not[/I] mean they don't have to keep track of what can happen in any specific individual encounter or fight. The adventure may dictate for example 3000 XP spread over its length... but that doesn't mean a good or balanced design with that 3000 XP is eight fights worth 25 XP each, followed by an 1800 XP monstrous shitkicker. Which, if you don't talk about that in the DMG... means some newer or less-experienced DMs might actually think that's as valid a way to design an adventure as any other. Which they would unfortunately find out is not to be the case when the players are bored with those first 8 and then absolutely decimated in that final battle. So giving helpful tips on designing adventures [B]and[/B] individual fights or encounters is a good idea. You don't need to forsake one for the other. [/QUOTE]
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