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General Tabletop Discussion
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Basic question - how many encounters per day
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<blockquote data-quote="NotAYakk" data-source="post: 7943069" data-attributes="member: 72555"><p>I think of it as scenes.</p><p></p><p>The recomended adventuring day has 2-4 scenes per long rest. Between each scene, you can get a short rest.</p><p></p><p>An average scene at "local hero" tier (level 1-4) is a (deadly) encounter, a (hard and an easy), (2 medium), (4 easy), or (1 medium 2 easy) encounters roughly. Scenes can be made harder by exceeding this budget. As you gain tiers the scene budget edges up a bit.</p><p></p><p>(You can give a scene a 4 point budget, and easy=1, medium=2, hard=3, deadly=4. Then you can ramp up or down scene budgets based on what your players can take, and how hard the day/scene should be.)</p><p></p><p>Also, the DMG math works best for single-class, featless PCs with not that many, nearly random magic items.</p><p></p><p>If your characters optimize well, then scene budget creeps up.</p><p></p><p>---</p><p></p><p>If you want more a of a sandbox style world, you can break the world down into 4 tiers - T1, T2, T3, and T4.</p><p></p><p>A T1 scene budget is a CR sum of 1-6 (~PC level 1-4)</p><p>A T2 scene budget is a CR sum of 6-15 (~PC level 5-10)</p><p>A T3 scene budget is a CR sum of 15-22 (~PC level 11-16)</p><p>A T4 scene budget is a CR sum of 22-30 (~PC level 17-20)</p><p>A T5 scene budget is a CR sum of 30-60+</p><p></p><p>Note that for single monsters above CR 20, you have to rescale their CR to CR*2.5-30, as monster CR after 20 scales faster than it does before 20. (so a CR 30 is really 45).</p><p></p><p>Encounters where things are "broken up" are easier than if they are all together.</p><p></p><p>The PC level ranges is for a 4 person party. For other size parties, add up PC levels and divide by 4 is a half-decent way to do it.</p><p></p><p>(Note: "adding up CR" is imprecise, but it is really easy and gets you pretty close.)</p><p></p><p>So you could start the players off in a village, with a few problems.</p><p></p><p>You seed the area with mostly T1 scenes, and some <strong>non-aggressive</strong> (at least immediately) or hidden T2 scenes, with the T1 scenes leading to information on the T2 ones.</p><p></p><p>You can also level up using CR per player.</p><p>1: 2 CR/PC</p><p>2: 4 CR/PC</p><p>3: 8 CR/PC</p><p>4: 12 CR/PC</p><p>5-10: 5 + level*3 CR/PC</p><p>11-20: level*2.5 CR/PC</p><p></p><p>Time in each tier is:</p><p></p><p>T1: About 25 T1 scenes to reach T2</p><p>T2: About 66 T2 scenes to reach T3</p><p>T3: About 43 T3 scenes to reach T4</p><p>T4: About 20 T4 scenes to max level.</p><p></p><p>You can use this to help populate your world.</p><p></p><p>Now, over time, your scenes can move and merge. Two scenes can merge into a scene 1 or 2 Tiers higher.</p><p></p><p>---</p><p></p><p>In my case, I'm building a world using roughly this mathematics. I'm using gritty rests, so each Scene is an adventuring day, and 2-4 scenes get a long rest (or a week) tacked on; so 10 days per adventuring day, or an average of 3 days per scene.</p><p></p><p>Based on that I can build a rough calendar of when PCs reach each tier.</p><p></p><p>Day 1: Tier 1</p><p>Day 75: Tier 2</p><p>Day 275: Tier 3</p><p>Day 400: Tier 4</p><p>Day 470: Level 20</p><p></p><p>This assumes "efficient adventuring". If we throw in a +33% factor for downtime not attributed to adventuring:</p><p></p><p>Day 1: Tier 1</p><p>Day 100: Tier 2</p><p>Day 350: Tier 3</p><p>Day 500: Tier 4</p><p>Day 600: Level 20</p><p></p><p>So I can populate the world in such a way that the Scenes "level up" over time; basically, unsolved problems <strong>get worse</strong>.</p><p></p><p>To do this I need about 150 scenes for my players to encounter over 20 levels. If I want a sandbox, I need 3x that number at least -- call it 500.</p><p></p><p>Now I can clump these down a bit. I can have something 10x bigger than a scene -- an arc? -- that I can assign a tier to. 10 scenes takes 10 days of adventuring plus 3 long rests, so 31 days, or a month of in-world time.</p><p></p><p>I don't have to detail these arcs yet. I just have to know how beefy they are at Day 1.</p><p></p><p>T1: 8 arcs prepped, 2.5 arcs to beat tier.</p><p>T2: 20 arcs, 6.5 arcs to beat tier.</p><p>T3: 12 arcs, 4.5 arcs to beat tier.</p><p>T4: 6 arcs, 2 arcs to max level</p><p></p><p>Arcs can be linear or not. If they branch, the length should be about 10 scenes (give or take).</p><p></p><p>An example of an Arc could be a Kobold cult. I want it to be a T1 arc.</p><p></p><p>10 T1 scenes, total CR from 1 to 6. So each "scene" has 8 to 42 Kobolds in it (!), and the Arc has 80 to 420 Kobolds.</p><p></p><p>That is a lot of Kobolds. Will get boring.</p><p></p><p>So I'll say 4 of the scenes in this arc are Kobold based. Kobold bandits. A Kobold patrol. A group of "rebels" in a cave. The temple itself with a shaman, Guard Drake and some Kobolds (low T2 scene, climax).</p><p></p><p>A random 1d4 dire wolf encounter (CR sum to 1-4) while exploring (or similar).</p><p></p><p>Maybe the Kobolds are raiding a trade route. And the city thinks it is the hill folk they are paying tribute to, but are cheating. So a the hill folk scene (CR 4ish) (which can be talked around!) can be added to the arc.</p><p></p><p>The Kobolds are in a Temple. The approach to the temple 1d2 gargoyles guarding it (CR 2-4). Ok 7 now. Getting close.</p><p></p><p>A stream they have to ford has a Water Weird in it (CR 3).</p><p></p><p>There will be 3 different paths to follow. 2 of them are wrong, and need creatures. 1d4 Harpies (CR 1-4) along one path, and the other has a Giant Spider and some Spiderlings (CR 1+).</p><p></p><p>Ok 10 scenes in this arc. If they exhaust it, they are half way out of the tier, and it should take them a month, give or take.</p><p></p><p>If they wait too long, the Kobolds "level up" and complete their ritual. The result is a T2 threat.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7943069, member: 72555"] I think of it as scenes. The recomended adventuring day has 2-4 scenes per long rest. Between each scene, you can get a short rest. An average scene at "local hero" tier (level 1-4) is a (deadly) encounter, a (hard and an easy), (2 medium), (4 easy), or (1 medium 2 easy) encounters roughly. Scenes can be made harder by exceeding this budget. As you gain tiers the scene budget edges up a bit. (You can give a scene a 4 point budget, and easy=1, medium=2, hard=3, deadly=4. Then you can ramp up or down scene budgets based on what your players can take, and how hard the day/scene should be.) Also, the DMG math works best for single-class, featless PCs with not that many, nearly random magic items. If your characters optimize well, then scene budget creeps up. --- If you want more a of a sandbox style world, you can break the world down into 4 tiers - T1, T2, T3, and T4. A T1 scene budget is a CR sum of 1-6 (~PC level 1-4) A T2 scene budget is a CR sum of 6-15 (~PC level 5-10) A T3 scene budget is a CR sum of 15-22 (~PC level 11-16) A T4 scene budget is a CR sum of 22-30 (~PC level 17-20) A T5 scene budget is a CR sum of 30-60+ Note that for single monsters above CR 20, you have to rescale their CR to CR*2.5-30, as monster CR after 20 scales faster than it does before 20. (so a CR 30 is really 45). Encounters where things are "broken up" are easier than if they are all together. The PC level ranges is for a 4 person party. For other size parties, add up PC levels and divide by 4 is a half-decent way to do it. (Note: "adding up CR" is imprecise, but it is really easy and gets you pretty close.) So you could start the players off in a village, with a few problems. You seed the area with mostly T1 scenes, and some [B]non-aggressive[/B] (at least immediately) or hidden T2 scenes, with the T1 scenes leading to information on the T2 ones. You can also level up using CR per player. 1: 2 CR/PC 2: 4 CR/PC 3: 8 CR/PC 4: 12 CR/PC 5-10: 5 + level*3 CR/PC 11-20: level*2.5 CR/PC Time in each tier is: T1: About 25 T1 scenes to reach T2 T2: About 66 T2 scenes to reach T3 T3: About 43 T3 scenes to reach T4 T4: About 20 T4 scenes to max level. You can use this to help populate your world. Now, over time, your scenes can move and merge. Two scenes can merge into a scene 1 or 2 Tiers higher. --- In my case, I'm building a world using roughly this mathematics. I'm using gritty rests, so each Scene is an adventuring day, and 2-4 scenes get a long rest (or a week) tacked on; so 10 days per adventuring day, or an average of 3 days per scene. Based on that I can build a rough calendar of when PCs reach each tier. Day 1: Tier 1 Day 75: Tier 2 Day 275: Tier 3 Day 400: Tier 4 Day 470: Level 20 This assumes "efficient adventuring". If we throw in a +33% factor for downtime not attributed to adventuring: Day 1: Tier 1 Day 100: Tier 2 Day 350: Tier 3 Day 500: Tier 4 Day 600: Level 20 So I can populate the world in such a way that the Scenes "level up" over time; basically, unsolved problems [B]get worse[/B]. To do this I need about 150 scenes for my players to encounter over 20 levels. If I want a sandbox, I need 3x that number at least -- call it 500. Now I can clump these down a bit. I can have something 10x bigger than a scene -- an arc? -- that I can assign a tier to. 10 scenes takes 10 days of adventuring plus 3 long rests, so 31 days, or a month of in-world time. I don't have to detail these arcs yet. I just have to know how beefy they are at Day 1. T1: 8 arcs prepped, 2.5 arcs to beat tier. T2: 20 arcs, 6.5 arcs to beat tier. T3: 12 arcs, 4.5 arcs to beat tier. T4: 6 arcs, 2 arcs to max level Arcs can be linear or not. If they branch, the length should be about 10 scenes (give or take). An example of an Arc could be a Kobold cult. I want it to be a T1 arc. 10 T1 scenes, total CR from 1 to 6. So each "scene" has 8 to 42 Kobolds in it (!), and the Arc has 80 to 420 Kobolds. That is a lot of Kobolds. Will get boring. So I'll say 4 of the scenes in this arc are Kobold based. Kobold bandits. A Kobold patrol. A group of "rebels" in a cave. The temple itself with a shaman, Guard Drake and some Kobolds (low T2 scene, climax). A random 1d4 dire wolf encounter (CR sum to 1-4) while exploring (or similar). Maybe the Kobolds are raiding a trade route. And the city thinks it is the hill folk they are paying tribute to, but are cheating. So a the hill folk scene (CR 4ish) (which can be talked around!) can be added to the arc. The Kobolds are in a Temple. The approach to the temple 1d2 gargoyles guarding it (CR 2-4). Ok 7 now. Getting close. A stream they have to ford has a Water Weird in it (CR 3). There will be 3 different paths to follow. 2 of them are wrong, and need creatures. 1d4 Harpies (CR 1-4) along one path, and the other has a Giant Spider and some Spiderlings (CR 1+). Ok 10 scenes in this arc. If they exhaust it, they are half way out of the tier, and it should take them a month, give or take. If they wait too long, the Kobolds "level up" and complete their ritual. The result is a T2 threat. [/QUOTE]
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