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General Tabletop Discussion
*Dungeons & Dragons
Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Celtavian" data-source="post: 6866078" data-attributes="member: 5834"><p>I was doing some testing. I didn't want a long-term lich encounter given this module is focused on demons. I came up with an appropriate background for a lich that wanted to die. He didn't choose lichdom, he was forced into by a being that was virtually a god. He didn't try to hide his phylactery. The reason I did this was to boost experience and to test power on power mechanics.</p><p></p><p>I don't know if you've read <em>Out of the Abyss</em>, so I'm not sure you're familiar with its design. It's very poorly designed. By level 10 they have random encounters with minotaurs and behirs for a level 10 group. I'm not even sure how many such encounters it would take to level the PCs using their random encounter tables, but I decided to increase them substantially. <em>Out of the Abyss</em> started off great, then went downhill from there. It's a sandbox that does not provide enough experience or sufficient challenge for the recommended levels. I've had to enhance everything. I started by populating random travel encounters with a large number of demons. Even level 10 characters without the insane magic items I've handed out wouldn't be challenged by CR 2 miniotaurs and a single wandering behir. It's been a series of experiments to see how it all works. I've been testing different monsters in different circumstances in a fairly straightforward fashion like liches, beholders, and death knights to see what kind of challenge they can be. So far it has been a mixed bag, though the design of the lair has proven to be a very important component for soft targets like liches and beholders. The monster itself is somewhat weak, but in its lair its potency increases quite a bit.</p><p></p><p>Right now I'm fixing certain things like the lack of athletics for many monsters which limits their grappling and show tactics. I'm buffing skills substantially for certain creatures so they at least have a chance of perceiving the PCs and stealthing up on them. I'm adding spellcasting to creatures I feel need it to fulfill their purpose like balors and mariliths. I'll continue to modify the game to make it work like I want it work at higher level.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6866078, member: 5834"] I was doing some testing. I didn't want a long-term lich encounter given this module is focused on demons. I came up with an appropriate background for a lich that wanted to die. He didn't choose lichdom, he was forced into by a being that was virtually a god. He didn't try to hide his phylactery. The reason I did this was to boost experience and to test power on power mechanics. I don't know if you've read [i]Out of the Abyss[/i], so I'm not sure you're familiar with its design. It's very poorly designed. By level 10 they have random encounters with minotaurs and behirs for a level 10 group. I'm not even sure how many such encounters it would take to level the PCs using their random encounter tables, but I decided to increase them substantially. [i]Out of the Abyss[/i] started off great, then went downhill from there. It's a sandbox that does not provide enough experience or sufficient challenge for the recommended levels. I've had to enhance everything. I started by populating random travel encounters with a large number of demons. Even level 10 characters without the insane magic items I've handed out wouldn't be challenged by CR 2 miniotaurs and a single wandering behir. It's been a series of experiments to see how it all works. I've been testing different monsters in different circumstances in a fairly straightforward fashion like liches, beholders, and death knights to see what kind of challenge they can be. So far it has been a mixed bag, though the design of the lair has proven to be a very important component for soft targets like liches and beholders. The monster itself is somewhat weak, but in its lair its potency increases quite a bit. Right now I'm fixing certain things like the lack of athletics for many monsters which limits their grappling and show tactics. I'm buffing skills substantially for certain creatures so they at least have a chance of perceiving the PCs and stealthing up on them. I'm adding spellcasting to creatures I feel need it to fulfill their purpose like balors and mariliths. I'll continue to modify the game to make it work like I want it work at higher level. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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