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4e Encounter Design... Why does it or doesn't it work for you?
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<blockquote data-quote="Manbearcat" data-source="post: 6050560" data-attributes="member: 6696971"><p>First off. I'm assuming here that you are referring to combat encounters rather than non-combat encounters (as an extension of your debate with Neonchameleon in the other thread). Working off of that premise, here goes:</p><p></p><p>1 - Codified, Constrained Reliable Output:</p><p></p><p>The encounter formula in 4e is predicated upon knowing what I can consistently expect from PCs and monsters/hazards/traps (individually and as a collectively for both) regarding their mechanical output. Each sides' deployable resources have their upper and lower bounds heavily constrained. Having these things squared away means I can reliably, consistently predict each party's "output in" with respect to the outcome of their suite of actions, round by round, and in the aggregate for the encounter.</p><p></p><p>2 - Encounter Formula Balance: </p><p></p><p>So, as above, I have predictability of PC output versus challenge output. Trusting in that, I can move onto the Encounter Formula Balance. So a standard encounter is Level <em>n</em> PC output = Level <em>m </em>Challenge output. With that balanced encounter formula, I can perturb <em>m </em>up and down (<em>m </em>- 1, <em>m </em>+ 1, <em>m </em>+ 3, <em>m </em>+ 5, etc) and consistently achieve the results I'm looking for from *** walkthrough encounters, to standard encounters, to Boss Fights, to inevitable TPKs that the PCs should work around, strategically circumvent or walk away from. After 4 years of this, unequivocally, I can consistently achieve the results I'm looking for in all of the above.</p><p></p><p>3 - Tactical Dynamism and Thematic Depth:</p><p></p><p>With bounded, codified, resource parity and a predictable encounter formula, I don't have to worry about things going absolutely haywire due to the entropy loaded into the system by a loose/fudged encounter formula that expects me to fudge/force my way toward output in-line with my expectations. I am freed up to focus all of my creative energies toward tactical dynamism and thematic depth. Do I want a lot of terrain features or limited use terrain powers (p42)? Do I want a mobile fight with enemies and terrain that are constantly in motion? Do I want some kind of catch-22 synergy between enemy units that must be figured out and undone? Do I want the PCs defending a bottleneck, with hordes of enemies (swarms) falling upon them in waves? Do I want a specific stake that is involved (defeating a hazard and freeing a powerful ally, protecting a borderline helpless minion)? I can focus on all of these things and the advice and the mechanics support all of it.</p><p></p><p>*** </p><p></p><p>Walkthrough (<em>m </em>-1): 2 - 3 rounds of combat. The group need not spend anything more than a few Encounter Attack and Utility Powers and will likely not spend more than a Healing Surge or two (if that).</p><p></p><p>Standard (<em>m </em>to <em>m </em>+ 2): 4ish rounds of combat. The group may deploy a Daily Attack Power or 2 (though possibly unnecessary) or they may spend an AP. Often, they need not spend anything more than their suite of Encounter Attack and Utility Powers and will likely spend somewhere between 3 - 6 Healing Surges. </p><p></p><p>Boss Fight (<em>m </em>+ 3 to <em>m </em>+ 5): 5 - 8 rounds of combat. The group will deploy all Encounter Attack and Utility Powers, multiple Dailies (Attack and Utility) per PC, whatever APs are available, and double digit Healing Surges. </p><p></p><p>Inevitable TPK (<em>m </em>+ 6 or more): The PCs should work around, strategically circumvent or walk away from this. The Monster/Hazard is clearly beyond the scope of the PC's ability. However, their will be some situations whereby the monsters/hazards are clearly of level (a horde/swarm of orcs, barbarians, etc) and the stakes are such that the PCs either have to engage or find an extraordinary strategic answer to the problem/stakes. Here, if the PCs must fight, a Skill Challenge is created to provide the PCs with resources (if the SC is successful) commensurate to turn the challenge into an <em>m </em>+ 5 ("Boss Fight") level of difficulty.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6050560, member: 6696971"] First off. I'm assuming here that you are referring to combat encounters rather than non-combat encounters (as an extension of your debate with Neonchameleon in the other thread). Working off of that premise, here goes: 1 - Codified, Constrained Reliable Output: The encounter formula in 4e is predicated upon knowing what I can consistently expect from PCs and monsters/hazards/traps (individually and as a collectively for both) regarding their mechanical output. Each sides' deployable resources have their upper and lower bounds heavily constrained. Having these things squared away means I can reliably, consistently predict each party's "output in" with respect to the outcome of their suite of actions, round by round, and in the aggregate for the encounter. 2 - Encounter Formula Balance: So, as above, I have predictability of PC output versus challenge output. Trusting in that, I can move onto the Encounter Formula Balance. So a standard encounter is Level [I]n[/I] PC output = Level [I]m [/I]Challenge output. With that balanced encounter formula, I can perturb [I]m [/I]up and down ([I]m [/I]- 1, [I]m [/I]+ 1, [I]m [/I]+ 3, [I]m [/I]+ 5, etc) and consistently achieve the results I'm looking for from *** walkthrough encounters, to standard encounters, to Boss Fights, to inevitable TPKs that the PCs should work around, strategically circumvent or walk away from. After 4 years of this, unequivocally, I can consistently achieve the results I'm looking for in all of the above. 3 - Tactical Dynamism and Thematic Depth: With bounded, codified, resource parity and a predictable encounter formula, I don't have to worry about things going absolutely haywire due to the entropy loaded into the system by a loose/fudged encounter formula that expects me to fudge/force my way toward output in-line with my expectations. I am freed up to focus all of my creative energies toward tactical dynamism and thematic depth. Do I want a lot of terrain features or limited use terrain powers (p42)? Do I want a mobile fight with enemies and terrain that are constantly in motion? Do I want some kind of catch-22 synergy between enemy units that must be figured out and undone? Do I want the PCs defending a bottleneck, with hordes of enemies (swarms) falling upon them in waves? Do I want a specific stake that is involved (defeating a hazard and freeing a powerful ally, protecting a borderline helpless minion)? I can focus on all of these things and the advice and the mechanics support all of it. *** Walkthrough ([I]m [/I]-1): 2 - 3 rounds of combat. The group need not spend anything more than a few Encounter Attack and Utility Powers and will likely not spend more than a Healing Surge or two (if that). Standard ([I]m [/I]to [I]m [/I]+ 2): 4ish rounds of combat. The group may deploy a Daily Attack Power or 2 (though possibly unnecessary) or they may spend an AP. Often, they need not spend anything more than their suite of Encounter Attack and Utility Powers and will likely spend somewhere between 3 - 6 Healing Surges. Boss Fight ([I]m [/I]+ 3 to [I]m [/I]+ 5): 5 - 8 rounds of combat. The group will deploy all Encounter Attack and Utility Powers, multiple Dailies (Attack and Utility) per PC, whatever APs are available, and double digit Healing Surges. Inevitable TPK ([I]m [/I]+ 6 or more): The PCs should work around, strategically circumvent or walk away from this. The Monster/Hazard is clearly beyond the scope of the PC's ability. However, their will be some situations whereby the monsters/hazards are clearly of level (a horde/swarm of orcs, barbarians, etc) and the stakes are such that the PCs either have to engage or find an extraordinary strategic answer to the problem/stakes. Here, if the PCs must fight, a Skill Challenge is created to provide the PCs with resources (if the SC is successful) commensurate to turn the challenge into an [I]m [/I]+ 5 ("Boss Fight") level of difficulty. [/QUOTE]
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