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4e Encounter Design... Why does it or doesn't it work for you?
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<blockquote data-quote="Storminator" data-source="post: 6050387" data-attributes="member: 305"><p>I find making 4e encounters pretty easy, but I don't use the official guidelines. I go with 1 monster of equal level per PC, with half of them as Elites is a fairly ordinary encounter. I have 7 PCs, so the extra synergies the big party creates overcomes the 3 Elites. </p><p></p><p>I tend to notice that right after they level up I'm a bit behind the curve. 9th level was especially brutal, as I had no idea how awesome Blade Barrier was going to be in the cramped quarters of that particular fight.</p><p></p><p>I gave up on dungeon crawls a long time ago, so I can't really address the OP. I've done 3 "dungeon crawls" in 4e. Two of them I did as extended skill challenges (all the exploration and mapping were skill challenges) with two or three large set piece battles. I threw small encounters in as group checks (everyone hit AC20, an at will give 1 success, an encounter 2, and a daily 3, each failure costs a surge, and group failure costs another). The third as a raid on a rival clan, and that was more traditional. I had a number of guard posts with level equivalent encounters and a roaming guard that was another level equivalent encounter that I knew was going to be added to an existing encounter - that was brutal. But that "dungeon" also had over half the complex mapped out due to scouting, so there wasn't a lot of exploration to it. The players also knew there would be no extended rest during the entire raid, so they knew they had to husband their resources.</p><p></p><p>PS</p></blockquote><p></p>
[QUOTE="Storminator, post: 6050387, member: 305"] I find making 4e encounters pretty easy, but I don't use the official guidelines. I go with 1 monster of equal level per PC, with half of them as Elites is a fairly ordinary encounter. I have 7 PCs, so the extra synergies the big party creates overcomes the 3 Elites. I tend to notice that right after they level up I'm a bit behind the curve. 9th level was especially brutal, as I had no idea how awesome Blade Barrier was going to be in the cramped quarters of that particular fight. I gave up on dungeon crawls a long time ago, so I can't really address the OP. I've done 3 "dungeon crawls" in 4e. Two of them I did as extended skill challenges (all the exploration and mapping were skill challenges) with two or three large set piece battles. I threw small encounters in as group checks (everyone hit AC20, an at will give 1 success, an encounter 2, and a daily 3, each failure costs a surge, and group failure costs another). The third as a raid on a rival clan, and that was more traditional. I had a number of guard posts with level equivalent encounters and a roaming guard that was another level equivalent encounter that I knew was going to be added to an existing encounter - that was brutal. But that "dungeon" also had over half the complex mapped out due to scouting, so there wasn't a lot of exploration to it. The players also knew there would be no extended rest during the entire raid, so they knew they had to husband their resources. PS [/QUOTE]
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4e Encounter Design... Why does it or doesn't it work for you?
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