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<blockquote data-quote="kalani" data-source="post: 6823928" data-attributes="member: 88085"><p>Please see <em>Rise of Tiamat</em> FAQ entry (which is perhaps the best example to use in this case, given the fact that the adventure lacks sufficient XP to reach the indicated levels, giving DMs strong impetus to add encounters to make up the deficit), as well as the following quote from Art's article.</p><p></p><p>[h=5]<strong>Rise of Tiamat does not include enough experience for characters to reach the anticipated levels for each episode and relies heavily on the milestone rule, which the D&D Adventurers League does not use, for advancement. It also leaves some treasure distribution to the Dungeon Master and to random die rolls. How should DMs handle these issues when running League games of Rise of Tiamat?</strong>[/h]<p style="margin-left: 20px"><em>There are two solutions to the experience issue. First, DMs running Rise of Tiamat in the D&D Adventurers League should use the rules presented under the heading “Building Combat Encounters” in the Dungeon Master’s Basic Rules (pp. 56-58 in version 0.3) or under the heading “Creating a Combat Encounter” in the Dungeon Master’s Guide (pp. 81 to 85) to adjust foes to make them appropriate for the characters’ levels. <span style="color: red"><strong>However, DMs should not create new encounters to try to make up the experience deficit, </strong><span style="color: black">nor should they use the milestone rule.</span></span></em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>Alternately, or in conjunction with that solution, DMs may wish to wait to run some episodes of the adventure until characters reach the appropriate level and may want to run other adventures, such as D&D Expeditions, between episodes to help characters reach the appropriate level.</em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>As far as treasure goes, DMs must only award magic items listed in the adventure and must not award random magic items. DMs may award appropriate consumable magic items, gold, gems, and art objects within the limits set by the tables on pages 136 to 139 of the Dungeon Master’s Guide.</em></p><p></p><p><strong>DMing and DM Empowerment</strong><p style="margin-left: 20px"><strong>Adding and Subtracting Foes:</strong> Do add or subtract foes of the same type from a combat to keep the challenge level appropriate to the group. <span style="color: red"><strong>Don’t add foes of a different type or switch out combat encounters entirely.</strong></span> Different types of foes have different abilities that can make combats much harder or much easier than substituting one foe for another of the same challenge rating may otherwise indicate. D&D Expeditions explicitly states which monsters can be added or subtracted for each encounter, however, D&D Encounters/Casual Games are a bit looser and rely on the DM to modify the encounters per the guidelines in the Dungeon Master’s Guide on encounter building.</p></blockquote><p></p>
[QUOTE="kalani, post: 6823928, member: 88085"] Please see [I]Rise of Tiamat[/I] FAQ entry (which is perhaps the best example to use in this case, given the fact that the adventure lacks sufficient XP to reach the indicated levels, giving DMs strong impetus to add encounters to make up the deficit), as well as the following quote from Art's article. [h=5][B]Rise of Tiamat does not include enough experience for characters to reach the anticipated levels for each episode and relies heavily on the milestone rule, which the D&D Adventurers League does not use, for advancement. It also leaves some treasure distribution to the Dungeon Master and to random die rolls. How should DMs handle these issues when running League games of Rise of Tiamat?[/B][/h][INDENT][I]There are two solutions to the experience issue. First, DMs running Rise of Tiamat in the D&D Adventurers League should use the rules presented under the heading “Building Combat Encounters” in the Dungeon Master’s Basic Rules (pp. 56-58 in version 0.3) or under the heading “Creating a Combat Encounter” in the Dungeon Master’s Guide (pp. 81 to 85) to adjust foes to make them appropriate for the characters’ levels. [COLOR=red][B]However, DMs should not create new encounters to try to make up the experience deficit, [/B][COLOR=black]nor should they use the milestone rule.[/COLOR][/COLOR] Alternately, or in conjunction with that solution, DMs may wish to wait to run some episodes of the adventure until characters reach the appropriate level and may want to run other adventures, such as D&D Expeditions, between episodes to help characters reach the appropriate level. As far as treasure goes, DMs must only award magic items listed in the adventure and must not award random magic items. DMs may award appropriate consumable magic items, gold, gems, and art objects within the limits set by the tables on pages 136 to 139 of the Dungeon Master’s Guide.[/I][/INDENT] [B]DMing and DM Empowerment[/B][INDENT][B]Adding and Subtracting Foes:[/B] Do add or subtract foes of the same type from a combat to keep the challenge level appropriate to the group. [COLOR=red][B]Don’t add foes of a different type or switch out combat encounters entirely.[/B][/COLOR] Different types of foes have different abilities that can make combats much harder or much easier than substituting one foe for another of the same challenge rating may otherwise indicate. D&D Expeditions explicitly states which monsters can be added or subtracted for each encounter, however, D&D Encounters/Casual Games are a bit looser and rely on the DM to modify the encounters per the guidelines in the Dungeon Master’s Guide on encounter building.[/INDENT] [/QUOTE]
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