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Computational Deconstruction: "Lost Mine of Phandelver" *** spoilers ***
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<blockquote data-quote="CodeFlayer" data-source="post: 7998020" data-attributes="member: 7023926"><p>Today I'd like to talk about about part I. I've divided the encounters into two tables, shell and core. Shell encounters are those of medium/hard (DMG) or standard (XGE). They act as a sort of moat in this model that the players must traverse to get to the core encounters.</p><p></p><p>[CODE]</p><p>ItemTable part_1_shell {</p><p> 4 goblins(ambush, .cr. 1/4),</p><p> 2 goblins(hidden, cave mouth, .cr. 1/4),</p><p> 3 wolves(kennel, chained and starving, .cr. 1/4),</p><p> 1 goblin(overpass, lazy watch, .cr. 1/4),</p><p> 3 goblins("twin pool's cave", .cr. 1/4),</p><p>}[/CODE]</p><p></p><p>This is not a wandering monster table, but if I roll on it thousands of times and average them (as above) then I get suggested party levels (SPL) of 1.2 / 1.0 for DMG/XGE respectively. The difference is that pesky 4 goblin encounter that stock DMG rates as deadly but XGE rates as standard.</p><p></p><p>The most interesting thing about working on and testing this part of the adventure is that it revealed that in some spots in the XGE ratio tables two successive lines of the low level ratio tables can have the same ratio. This gives my algorithms problems, but it is easily corrected. For example, 1/4 CR monsters have a ratio of "1:2" for both 2nd and 3rd level parties. I have therefore amended my entry for "2nd Level, CR 1/4" from "1:2" to "3:4". Which is midway between "1" and "1/2", which so far yields good results. I read these ratios, "X:Y", as, it takes X characters to take down Y creatures.</p></blockquote><p></p>
[QUOTE="CodeFlayer, post: 7998020, member: 7023926"] Today I'd like to talk about about part I. I've divided the encounters into two tables, shell and core. Shell encounters are those of medium/hard (DMG) or standard (XGE). They act as a sort of moat in this model that the players must traverse to get to the core encounters. [CODE] ItemTable part_1_shell { 4 goblins(ambush, .cr. 1/4), 2 goblins(hidden, cave mouth, .cr. 1/4), 3 wolves(kennel, chained and starving, .cr. 1/4), 1 goblin(overpass, lazy watch, .cr. 1/4), 3 goblins("twin pool's cave", .cr. 1/4), }[/CODE] This is not a wandering monster table, but if I roll on it thousands of times and average them (as above) then I get suggested party levels (SPL) of 1.2 / 1.0 for DMG/XGE respectively. The difference is that pesky 4 goblin encounter that stock DMG rates as deadly but XGE rates as standard. The most interesting thing about working on and testing this part of the adventure is that it revealed that in some spots in the XGE ratio tables two successive lines of the low level ratio tables can have the same ratio. This gives my algorithms problems, but it is easily corrected. For example, 1/4 CR monsters have a ratio of "1:2" for both 2nd and 3rd level parties. I have therefore amended my entry for "2nd Level, CR 1/4" from "1:2" to "3:4". Which is midway between "1" and "1/2", which so far yields good results. I read these ratios, "X:Y", as, it takes X characters to take down Y creatures. [/QUOTE]
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Computational Deconstruction: "Lost Mine of Phandelver" *** spoilers ***
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