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4e Dungeon Design - New Article
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<blockquote data-quote="Jer" data-source="post: 3733511" data-attributes="member: 19857"><p>As some others have been saying - some of us have been doing this stuff for a while. In fact, Wizards has been doing this type of encounter design for a while - this is part of the whole "new encounter format" that they've been using. Expedition to Castle Ravenloft, for example, includes a lot of encounters kinda like this - connected rooms making up the encounter instead of a single room, notes on which creatures will hear cries from other rooms in the encounter, etc. That part really isn't all that new, even for Wizards. It's good to hear that they're going to be taking this into account from the beginning, and probably making this the standard for encounter design in the DMG, but it's not really new.</p><p></p><p>OTOH - the bits that Mearls drops about encounter balance - I like those bits. I know they've been floating around as rumors for the last week or so, but it's nice to see confirmation. I really, really like the idea that the "standard" encounter is one where you have as many creatures as characters - it makes for easy balance and it fits more with my playstyle - that was how I'd always "balance" encounters in Basic/Expert/etc. D&D - 6 3rd level characters? Throw them against 6 3-HD monsters. It didn't always work perfectly (HD is a gross tool to use for comparing power levels, even in Basic D&D), but anything that brings that dynamic back is good by me.</p><p></p><p>Now, if we could get some idea on how they plan to balance those encounters where you WANT everyone beating on a single monster I'd be happy. Sometimes you want that ogre, or giant, or dragon, or pit fiend, or avatar of a dark god to be a single creature that the PCs beat on - I'd like to see what guidelines they're going to give for setting up those types of threats.</p></blockquote><p></p>
[QUOTE="Jer, post: 3733511, member: 19857"] As some others have been saying - some of us have been doing this stuff for a while. In fact, Wizards has been doing this type of encounter design for a while - this is part of the whole "new encounter format" that they've been using. Expedition to Castle Ravenloft, for example, includes a lot of encounters kinda like this - connected rooms making up the encounter instead of a single room, notes on which creatures will hear cries from other rooms in the encounter, etc. That part really isn't all that new, even for Wizards. It's good to hear that they're going to be taking this into account from the beginning, and probably making this the standard for encounter design in the DMG, but it's not really new. OTOH - the bits that Mearls drops about encounter balance - I like those bits. I know they've been floating around as rumors for the last week or so, but it's nice to see confirmation. I really, really like the idea that the "standard" encounter is one where you have as many creatures as characters - it makes for easy balance and it fits more with my playstyle - that was how I'd always "balance" encounters in Basic/Expert/etc. D&D - 6 3rd level characters? Throw them against 6 3-HD monsters. It didn't always work perfectly (HD is a gross tool to use for comparing power levels, even in Basic D&D), but anything that brings that dynamic back is good by me. Now, if we could get some idea on how they plan to balance those encounters where you WANT everyone beating on a single monster I'd be happy. Sometimes you want that ogre, or giant, or dragon, or pit fiend, or avatar of a dark god to be a single creature that the PCs beat on - I'd like to see what guidelines they're going to give for setting up those types of threats. [/QUOTE]
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