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Critique My Encounter, Please...
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<blockquote data-quote="kaomera" data-source="post: 5482333" data-attributes="member: 38357"><p>OnlineDM: The monsters where either re-fluffed or merely updated, so their resistances and vulnerabilities are largely as listed. The PCs where basically aware of what they where getting into (this is the first of 4 wings they will be exploring), and have rounded up a cache of potions (fruit, actually, since this is Dark Sun) that should be useful.</p><p></p><p>I've thought about it and I think I'm going to change this up a bit. I've been wracking my brain for a good skill challenge to throw in the big chamber, and I think that I'm going to move this encounter there. What I'll do is, if they pass the skill challenge I'll let them pick their ground a bit (basically let them draw part of the map), if they fail it they walk into an ambush (possible surprise round) and I'll also throw an appropriate (level 12 or so?) hazard in to the fight. Now, my group doesn't want to do implicit skill challenges, so if they manage to tangle things up and either haven't won or lost the challenge by the time it's appropriate to run the encounter, or they do something to invalidate other results, I'll run something in the middle (possible surprise, but no hazard). This avoids the cramped quarters of the map I posted, which should be good since the next encounter will be along the tunnel they leave the big room by, and it could get repetitious... Otherwise the encounter will be the same, although I won't be having the vents "erupt", since the hazard will cover that (I still need to find something good for that...)</p><p></p><p>I should note that we're not tracking XP, instead we level when the players feel it's appropriate (largely because we are supposed to be running 2 out of 3 weeks, but actually end up skipping a lot more than that). So technically at least I should be able to throw the hazard in with no problem. However, a level 12 hazard would take the encounter from 4700xp to 5400. I'm not sure if that would be too much or not.</p></blockquote><p></p>
[QUOTE="kaomera, post: 5482333, member: 38357"] OnlineDM: The monsters where either re-fluffed or merely updated, so their resistances and vulnerabilities are largely as listed. The PCs where basically aware of what they where getting into (this is the first of 4 wings they will be exploring), and have rounded up a cache of potions (fruit, actually, since this is Dark Sun) that should be useful. I've thought about it and I think I'm going to change this up a bit. I've been wracking my brain for a good skill challenge to throw in the big chamber, and I think that I'm going to move this encounter there. What I'll do is, if they pass the skill challenge I'll let them pick their ground a bit (basically let them draw part of the map), if they fail it they walk into an ambush (possible surprise round) and I'll also throw an appropriate (level 12 or so?) hazard in to the fight. Now, my group doesn't want to do implicit skill challenges, so if they manage to tangle things up and either haven't won or lost the challenge by the time it's appropriate to run the encounter, or they do something to invalidate other results, I'll run something in the middle (possible surprise, but no hazard). This avoids the cramped quarters of the map I posted, which should be good since the next encounter will be along the tunnel they leave the big room by, and it could get repetitious... Otherwise the encounter will be the same, although I won't be having the vents "erupt", since the hazard will cover that (I still need to find something good for that...) I should note that we're not tracking XP, instead we level when the players feel it's appropriate (largely because we are supposed to be running 2 out of 3 weeks, but actually end up skipping a lot more than that). So technically at least I should be able to throw the hazard in with no problem. However, a level 12 hazard would take the encounter from 4700xp to 5400. I'm not sure if that would be too much or not. [/QUOTE]
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