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4e DMs: Allow players a 5 minute rest after EVERY encounter?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 5105930" data-attributes="member: 5143"><p>No, it wouldn't have. The DMG was almost completely written before they even discovered the issue. From my discussions at DDXP that year with R&D, I got the impression that they were fairly certain the math worked and that it could be stretched...but they weren't sure how far they could stretch it.</p><p></p><p>The math was designed for a number of enemies equal to the number of PCs (with 4 Minions replacing one of the monsters, 2 of the monsters "combining" to make an Elite, and 4 of the monsters "combining" to make a Solo). With the levels of the monsters being +/- about 4 from the PCs. Adding or removing one monster is an acceptable way to increase or decrease an encounter. But going more than one enemy in either direction starts skewing the math(due to the number of attacks and total hitpoints the enemies have).</p><p></p><p>While I was talking with them it was mentioned that a couple of people around the office were attempting to see how far the system would bend, whether it was possible to run an encounter with just one monster of level 10 against a party of level 1 characters and so on. They were surprised exactly how far the system could bend. But still, they recommended we don't try to push it too far when writing adventures.</p><p></p><p>Essentially, it's better to know that the enemies have 5 attacks each round, each with about a 50% chance to hit for X damage that is appropriate for their level. Increasing the level of all the enemies by 1 increases their damage and hitpoints by about 5-10%. Increasing the number of enemies by one generally increases their damage and hitpoints by 20% as well as giving them 20% more actions to do non-combat related activities. This can make a pretty big difference.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5105930, member: 5143"] No, it wouldn't have. The DMG was almost completely written before they even discovered the issue. From my discussions at DDXP that year with R&D, I got the impression that they were fairly certain the math worked and that it could be stretched...but they weren't sure how far they could stretch it. The math was designed for a number of enemies equal to the number of PCs (with 4 Minions replacing one of the monsters, 2 of the monsters "combining" to make an Elite, and 4 of the monsters "combining" to make a Solo). With the levels of the monsters being +/- about 4 from the PCs. Adding or removing one monster is an acceptable way to increase or decrease an encounter. But going more than one enemy in either direction starts skewing the math(due to the number of attacks and total hitpoints the enemies have). While I was talking with them it was mentioned that a couple of people around the office were attempting to see how far the system would bend, whether it was possible to run an encounter with just one monster of level 10 against a party of level 1 characters and so on. They were surprised exactly how far the system could bend. But still, they recommended we don't try to push it too far when writing adventures. Essentially, it's better to know that the enemies have 5 attacks each round, each with about a 50% chance to hit for X damage that is appropriate for their level. Increasing the level of all the enemies by 1 increases their damage and hitpoints by about 5-10%. Increasing the number of enemies by one generally increases their damage and hitpoints by 20% as well as giving them 20% more actions to do non-combat related activities. This can make a pretty big difference. [/QUOTE]
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4e DMs: Allow players a 5 minute rest after EVERY encounter?
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