Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
4e Adventure Design Question
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4755006" data-attributes="member: 710"><p>I think the DMG describes the "technicalities" of adventure design pretty well - working with "encounter budgets" or XP values and modifying monster.</p><p></p><p>Aside from the possibility of using a Troll as a Solo, you could also just pick a higher level Troll. </p><p></p><p>Each solution has its advantages and disadvantages. The common thing is that "solo" fights are often not all that interesting, at least if the monster lacks options and reactive abilities that surprise the PCs or turn the way the battle is fought. </p><p></p><p>The best suggestion here is probably to pick or create a "non-boring" monster and/or add interesting terrain features. </p><p></p><p></p><p></p><p>Bigger encounter areas: What might have been the area for 3 encounters in 3E can be the area for one encounter in 4E - but still including all the monsters of the three 3E encounters. </p><p></p><p>Traps usually make the most "sense" if you use them as part of an encounter. There are no Save or Die traps, so a random pit trap dealing 3d10 falling damage to a single PC isn't particularly exciting. (Though it still will cost a healing surge or so, so it still matters for the "adventure day")</p><p></p><p>It is neat to have Terrain Feature where all the sliding, pushing or pulling can be (ab)used effectively - pushing monsters or PCs into pits or fires is fun, as is breaking through a defensive position with a well-aimed Thunderwave or similar effect. </p><p></p><p>---</p><p></p><p>Outside of combat, the story aspect doesn't change much. You might want to have an idea of what the different tiers mean to you - what kind of adventures fit to Heroic tier, what to Paragon tier and what to Epic tier.</p><p></p><p>For adventure motivation, Quests can provide helpful. If you prefer "sandboxes" or at least a very open way of playing the game, you might want to create Quests organically (maybe even the players set the Quests themselves.)</p><p></p><p>Skill Challenges will be a nice tool to handle situations that you don't want to resolve with a single dice roll, but still want to be affected by the player characters actual abilities. There is a lot that can be done with them, and they can be expanded a lot, too (I am sure someone will bring up the "Obsidian" system described in the House Rules forum).</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4755006, member: 710"] I think the DMG describes the "technicalities" of adventure design pretty well - working with "encounter budgets" or XP values and modifying monster. Aside from the possibility of using a Troll as a Solo, you could also just pick a higher level Troll. Each solution has its advantages and disadvantages. The common thing is that "solo" fights are often not all that interesting, at least if the monster lacks options and reactive abilities that surprise the PCs or turn the way the battle is fought. The best suggestion here is probably to pick or create a "non-boring" monster and/or add interesting terrain features. Bigger encounter areas: What might have been the area for 3 encounters in 3E can be the area for one encounter in 4E - but still including all the monsters of the three 3E encounters. Traps usually make the most "sense" if you use them as part of an encounter. There are no Save or Die traps, so a random pit trap dealing 3d10 falling damage to a single PC isn't particularly exciting. (Though it still will cost a healing surge or so, so it still matters for the "adventure day") It is neat to have Terrain Feature where all the sliding, pushing or pulling can be (ab)used effectively - pushing monsters or PCs into pits or fires is fun, as is breaking through a defensive position with a well-aimed Thunderwave or similar effect. --- Outside of combat, the story aspect doesn't change much. You might want to have an idea of what the different tiers mean to you - what kind of adventures fit to Heroic tier, what to Paragon tier and what to Epic tier. For adventure motivation, Quests can provide helpful. If you prefer "sandboxes" or at least a very open way of playing the game, you might want to create Quests organically (maybe even the players set the Quests themselves.) Skill Challenges will be a nice tool to handle situations that you don't want to resolve with a single dice roll, but still want to be affected by the player characters actual abilities. There is a lot that can be done with them, and they can be expanded a lot, too (I am sure someone will bring up the "Obsidian" system described in the House Rules forum). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
4e Adventure Design Question
Top