Scorpio616
First Post
It is especially helpful for a warlock player so they don't form unreasonable expectations!Unless you're planning to play a warlock.![]()
It is especially helpful for a warlock player so they don't form unreasonable expectations!Unless you're planning to play a warlock.![]()
The DM has to ask, "Are these skeletons going to significantly contribute to the difficulty of this encounter?" If all 12 will be flattened by a fireball without doing anything to the PCs, then the answer is, "No."
If encounters are only thought of in discrete and isolated units, perhaps, but given they are part of an overall adventure, and using that fireball during this encounter means potentially increasing the difficulty of other encounters, I do not see things as this simple. Authorities, Heroes, and Trolls: It's why cult leaders have many followers, evil clerics have hordes of undead, and RPG designers hope to have legions of active fans.![]()
You might find that one or two encounters need to be tweaked for the adventure as a whole to work together
(. . .) but the difficulty of an encounter is determined as a discrete unit.
Umm. Surely you wouldn't suggest giving out more xp for an encounter because it turned out to be more difficult than it 'should have been'? Basically that would mean to reward players for playing badly.Besides which, cold or hot dice will throw off encounter balance just as well as anything else.
In a Pavlov/Skinner context you're certainly right to be concerned. You should only reward behavior you want to see again.Umm. Surely you wouldn't suggest giving out more xp for an encounter because it turned out to be more difficult than it 'should have been'? Basically that would mean to reward players for playing badly.
Imho, encounters _must_ be judged in isolation to assign them an 'objective' difficulty. If the players decide to take on another encounter after exhausting all of their resources rather than resting first, that's not something that should be taken in account when determining the difficulty. It might only be different if the DM doesn't give them a choice, e.g. by stringing encounters without the possibility of resting.
How on earth would you get that I think more XP should be rewarded from that quote? I was responding to how a newer DM would judge whether to include low CR monsters in the encounter building analysis of difficulty. I gave some examples and mentioned that even if they get it wrong, if they are using the guidelines, it will likely be only one difficulty off.Umm. Surely you wouldn't suggest giving out more xp for an encounter because it turned out to be more difficult than it 'should have been'? Basically that would mean to reward players for playing badly.
Imho, encounters _must_ be judged in isolation to assign them an 'objective' difficulty. If the players decide to take on another encounter after exhausting all of their resources rather than resting first, that's not something that should be taken in account when determining the difficulty. It might only be different if the DM doesn't give them a choice, e.g. by stringing encounters without the possibility of resting.