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Determining Challenge
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<blockquote data-quote="Hussar" data-source="post: 5860607" data-attributes="member: 22779"><p>But... but... but... killing stuff is FUN! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Really, if you're going to give DM advice, you're going to have to baseline it somewhere. I mean, you can't give the same advice for designing a solo adventure as the 10 PC adventure. So, like Crazy J said, define the upper and lower reaches and work from there.</p><p></p><p>I think probably the most important thing is transparency. What are the baseline assumptions and specifically call them out. Spend some time explaining what happens if you shift those assumptions. Or at least what will probably happen based on experience. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Spend some time talking about how the DM wants to approach the encounter. Is the DM there to bring his A game? Or is the encounter more relaxed? What happens if you really drill home the tactics vs a more casual approach. How do the various bits fit together?</p><p></p><p>Once you've laid all that out, then you can show what the baseline assumptions give you. And, because it's so out in the open, it should be fairly obvious what happens if you vary those assumptions. </p><p></p><p>And, heck, you could probably spend a few pages on the high end and low end. Most of the advice is for a "typical group" - 4 or 5 players, mixed bag of classes/races. Now, here's a few more examples of atypical groups and how they interact - less or more players, less or more classes, less or more power in chargen, that sort of thing.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5860607, member: 22779"] But... but... but... killing stuff is FUN! :D Really, if you're going to give DM advice, you're going to have to baseline it somewhere. I mean, you can't give the same advice for designing a solo adventure as the 10 PC adventure. So, like Crazy J said, define the upper and lower reaches and work from there. I think probably the most important thing is transparency. What are the baseline assumptions and specifically call them out. Spend some time explaining what happens if you shift those assumptions. Or at least what will probably happen based on experience. :D Spend some time talking about how the DM wants to approach the encounter. Is the DM there to bring his A game? Or is the encounter more relaxed? What happens if you really drill home the tactics vs a more casual approach. How do the various bits fit together? Once you've laid all that out, then you can show what the baseline assumptions give you. And, because it's so out in the open, it should be fairly obvious what happens if you vary those assumptions. And, heck, you could probably spend a few pages on the high end and low end. Most of the advice is for a "typical group" - 4 or 5 players, mixed bag of classes/races. Now, here's a few more examples of atypical groups and how they interact - less or more players, less or more classes, less or more power in chargen, that sort of thing. [/QUOTE]
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