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<blockquote data-quote="dave2008" data-source="post: 7208532" data-attributes="member: 83242"><p>I didn't mean to insinuate it was a strict 6/2. My point was the DMG has you determine the type of encounter difficulty: easy, hard, deadly and really daily thresholds are sorta separate from that (thought not really). It seems to me, you are explicitly tying the encounter budget with the daily budget.</p><p></p><p>One thing I think this lacks is something [MENTION=12731]CapnZapp[/MENTION] discussed in the thread I told you about before: what type/level of challenge is an attritional or lethal encounter? Here is what I worked up after making the tables in my previous thread. A you can see I had plan on making three sets of tables. I think it has to many levels of challenging, but you get the idea:</p><p></p><p><span style="font-size: 15px"><strong>Creating a Combat Encounter</strong></span></p><p>When creating a combat encounter, let your imagination run wild and build something your players will enjoy. Once you have the details figured out, use this section to adjust the difficulty of the encounter.</p><p></p><p><strong>Combat Encounter Difficulty</strong></p><p>There are five categories of encounter difficulty that determine how challenging an encounter should be.</p><p></p><p><strong><em>Trivial.</em></strong> A trivial encounter is non-challenging with little to no resource expenditure. It is a speed bump and mostly important for story or roleplaying engagement.</p><p><strong><em>Minimally Challenging.</em></strong> In a minimal encounter the characters may expect to lose some hit points and spend a minimum of short or long rest resources, but they should complete the encounter with no casualties or major resource use. This encounter is rendered trivial with a minor increase in resource expenditure.</p><p><strong><em>Moderately Challenging.</em></strong> In a moderate encounter the characters can expect to lose significant health resources (hit points and/or healing) and spend up to a quarter of their short or long rest resources. This encounter can be rendered minimal with an expenditure of additional resources.</p><p><strong><em>Challenging.</em></strong> In a challenging encounter the characters can expect to lose about a third of their health, long rest, and short rest resources to escape. A character death is possible, but not likely. This encounter can be rendered moderate with an expenditure of additional resources.</p><p><strong><em>Extremely Challenging.</em></strong> In an extreme encounter the characters can expect to lose half of their health, long rest, and short rest resources if they want to escape with their lives. A character or characters death is a real possibility. This e</p><p></p><p><strong><span style="font-size: 15px">Evaluating Encounter Difficulty</span></strong></p><p>Use the following method to gauge the difficulty of any combat encounter.</p><p></p><p>1. Determine XP Thresholds. First, determine which table to use: Basic, Standard or Hardcore, refer to the description under each table. Then determine the experience point (XP) thresholds for each character in the party. The XP Thresholds by Character Level tables have five XP thresholds for each character level, one for each category of encounter difficulty. Use a character’s level to determine his or her XP thresholds. Repeat this process for every character in the party.</p><p> ...</p><p></p><p>*Basic: Tables with this label assume a group is using the basic rules: no feats and no multi-classing. In addition, this table assumes the group consists of four characters: one cleric, one fighter, one rogue, and one wizard, or a similar.</p><p></p><p>**Standard: Tables with this label assume a group is using the full PHB: feats and multi-classing. In addition, this table assumes the group consists of four characters: one cleric, one fighter, one rogue, and one wizard, or a combination of similar diversity from multi-classing or class selection.</p><p></p><p>**Hardcore: Tables with this label assume a group is using the full PHB: feats and multi-classing. In addition, this table assumes the group consists of four characters: one cleric, one fighter, one rogue, and one wizard, or a combination of similar diversity from multi-classing or class selection. It also assumes they character have access to level appropriate magic items and that the players are optimizers and power gamers.</p><p></p><p>...</p><p></p><p>All this is to say, I would to find a way to marry a version of my encounter descriptions with your daily attrition / lethal model. But maybe that is overly complex.</p></blockquote><p></p>
[QUOTE="dave2008, post: 7208532, member: 83242"] I didn't mean to insinuate it was a strict 6/2. My point was the DMG has you determine the type of encounter difficulty: easy, hard, deadly and really daily thresholds are sorta separate from that (thought not really). It seems to me, you are explicitly tying the encounter budget with the daily budget. One thing I think this lacks is something [MENTION=12731]CapnZapp[/MENTION] discussed in the thread I told you about before: what type/level of challenge is an attritional or lethal encounter? Here is what I worked up after making the tables in my previous thread. A you can see I had plan on making three sets of tables. I think it has to many levels of challenging, but you get the idea: [SIZE=4][B]Creating a Combat Encounter[/B][/SIZE] When creating a combat encounter, let your imagination run wild and build something your players will enjoy. Once you have the details figured out, use this section to adjust the difficulty of the encounter. [B]Combat Encounter Difficulty[/B] There are five categories of encounter difficulty that determine how challenging an encounter should be. [B][I]Trivial.[/I][/B] A trivial encounter is non-challenging with little to no resource expenditure. It is a speed bump and mostly important for story or roleplaying engagement. [B][I]Minimally Challenging.[/I][/B] In a minimal encounter the characters may expect to lose some hit points and spend a minimum of short or long rest resources, but they should complete the encounter with no casualties or major resource use. This encounter is rendered trivial with a minor increase in resource expenditure. [B][I]Moderately Challenging.[/I][/B] In a moderate encounter the characters can expect to lose significant health resources (hit points and/or healing) and spend up to a quarter of their short or long rest resources. This encounter can be rendered minimal with an expenditure of additional resources. [B][I]Challenging.[/I][/B] In a challenging encounter the characters can expect to lose about a third of their health, long rest, and short rest resources to escape. A character death is possible, but not likely. This encounter can be rendered moderate with an expenditure of additional resources. [B][I]Extremely Challenging.[/I][/B] In an extreme encounter the characters can expect to lose half of their health, long rest, and short rest resources if they want to escape with their lives. A character or characters death is a real possibility. This e [B][SIZE=4]Evaluating Encounter Difficulty[/SIZE][/B] Use the following method to gauge the difficulty of any combat encounter. 1. Determine XP Thresholds. First, determine which table to use: Basic, Standard or Hardcore, refer to the description under each table. Then determine the experience point (XP) thresholds for each character in the party. The XP Thresholds by Character Level tables have five XP thresholds for each character level, one for each category of encounter difficulty. Use a character’s level to determine his or her XP thresholds. Repeat this process for every character in the party. ... *Basic: Tables with this label assume a group is using the basic rules: no feats and no multi-classing. In addition, this table assumes the group consists of four characters: one cleric, one fighter, one rogue, and one wizard, or a similar. **Standard: Tables with this label assume a group is using the full PHB: feats and multi-classing. In addition, this table assumes the group consists of four characters: one cleric, one fighter, one rogue, and one wizard, or a combination of similar diversity from multi-classing or class selection. **Hardcore: Tables with this label assume a group is using the full PHB: feats and multi-classing. In addition, this table assumes the group consists of four characters: one cleric, one fighter, one rogue, and one wizard, or a combination of similar diversity from multi-classing or class selection. It also assumes they character have access to level appropriate magic items and that the players are optimizers and power gamers. ... All this is to say, I would to find a way to marry a version of my encounter descriptions with your daily attrition / lethal model. But maybe that is overly complex. [/QUOTE]
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