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General Tabletop Discussion
*Dungeons & Dragons
Chris Perkins and James Wyatt Answer Burning Questions About the 2024 Dungeon Master's Guide
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<blockquote data-quote="abirdcall" data-source="post: 9492243" data-attributes="member: 6748898"><p>Yeah. I actually think it's best to not print guidelines and math for it because it is common sense. If you rest after 1 encounter then the adventure is easy. If you can't rest for a while it is harder.</p><p></p><p>It would be nice to have a section about the effect pacing has and tips to increase the tension without having the party fail often when retreating.</p><p></p><p>The best part of the 3e Ravenloft DMG was the pacing section. Examples at the end of the post.</p><p></p><p>What you do need is a guideline about what is a potentially deadly encounter when the PCs are at full strength. Even that can't be calculated precisely because of a lot of unknown factors. Ability scores, magical items, how the DM plays the monsters, and the terrain and circumstances (probably the biggest unknowable factor).</p><p></p><p>Here are some examples of pacing models:</p><p></p><p><em>"The Pendulum"</em> - Encounter difficulty ramps up slowly and then down again.</p><p></p><p>This is the typical pacing model of most D&D games.</p><p></p><p><em>"The Pit"</em> - Difficulty starts out quite low then suddenly peaks. After that difficulty lowers again but not quite as low at the start. The later low difficulty encounters are quite hard because of the very hard one.</p><p></p><p>The classic pit scenario is where the PCs are captured and their gear taken from them. They must then escape and get their gear back.</p><p></p><p><em>"The Vise"</em> - Difficulty starts low and slowly but steadily ramps up. Eventually the players will realize that they need to do something to stop it as they can't hold out forever.</p><p></p><p>Zombies are the classic vise scenario.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 9492243, member: 6748898"] Yeah. I actually think it's best to not print guidelines and math for it because it is common sense. If you rest after 1 encounter then the adventure is easy. If you can't rest for a while it is harder. It would be nice to have a section about the effect pacing has and tips to increase the tension without having the party fail often when retreating. The best part of the 3e Ravenloft DMG was the pacing section. Examples at the end of the post. What you do need is a guideline about what is a potentially deadly encounter when the PCs are at full strength. Even that can't be calculated precisely because of a lot of unknown factors. Ability scores, magical items, how the DM plays the monsters, and the terrain and circumstances (probably the biggest unknowable factor). Here are some examples of pacing models: [I]"The Pendulum"[/I] - Encounter difficulty ramps up slowly and then down again. This is the typical pacing model of most D&D games. [I]"The Pit"[/I] - Difficulty starts out quite low then suddenly peaks. After that difficulty lowers again but not quite as low at the start. The later low difficulty encounters are quite hard because of the very hard one. The classic pit scenario is where the PCs are captured and their gear taken from them. They must then escape and get their gear back. [I]"The Vise"[/I] - Difficulty starts low and slowly but steadily ramps up. Eventually the players will realize that they need to do something to stop it as they can't hold out forever. Zombies are the classic vise scenario. [/QUOTE]
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Chris Perkins and James Wyatt Answer Burning Questions About the 2024 Dungeon Master's Guide
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