DM tips on planning encounters...

Bibliophile

First Post
Well, I'm going to be starting a high-level, high-power campaign soon (level 15, with gestalt classes from UA), and I've found that just preparing encounters is taking ages. I was wondering if any of the more experienced DM's out there had any tips or tricks to make the preparation bit of DMing go faster/smoother.

Any help would be greatly appreciated :-)
 

log in or register to remove this ad

Try getting the upgraded version of etools, or some other computer tool; they excel at quickly adding hit dice or character levels to regular monsters.

In addition, when you prep monsters don't worry too much about mapping out every skill point, every feat, and every spell (especially the weaker spells.) Since monsters tend to die quickly, you'll never need those details. I tend to only detail carefully the named monsters and NPCs.
 

I have a system I use that works well for me, regardless of play level. It was written for classed creatures and NPC's, but works also for "unleveled" critters - at least for me.

DISCLAIMER:

This method will not work well for Major NPC’s, and Major Villains. If you want to give certain villains their utmost prowess, you may need to stat them fully. However, this will work for 80% of the “shock troops”, shop keepers, bellhops, stable boys, scullery maids, and senators and mayors your PC’s will ever meet.


  1. Start with Name, Alignment, Class, Level, and details. Write these down. That’s it. No need to be specific if this is an NPC they won’t be fighting.
  2. If you need a specific skill (this is a skill that is actually coming into play; NPC is bargaining with PC’s, NPC is repairing armor, etc), then figure if the NPC is just decent, or GOOD at that skill. If decent, assign 1 skill rank per level. If GOOD, assign skill ranks = level +3.
  3. Don’t worry about attributes unless needed. If needed, figure which one or two scores the NPC is GOOD at, and assign scores of 13 or 15 to those. Everything else, assume average.
  4. Don’t worry about FEATS until needed. Feats hide a multitude of sins. :)
  5. If combat is needed, hit points are slightly above average (Level multiplied by half of hit die number; round up a bit). BAB is = level, 3/4ths level, or ½ level, based on class. Armor class is = armor.
  6. If NPC is a monster, and you EXPECT to get into combat with them, write down AC, touch AC, speed, Melee and Ranged attack, damage, and hit points. That’s it. Figure out feats and skills JUST like you do for other NPC’s.

You will wind up with characters that are only 80% accurate. Will this matter? NO. But you will wind up with generic monsters and NPC’s that took you all of 30 seconds to stat, that are playable, and for whom your players won’t be able to tell the difference.
 

I find the higher level encounters are a bit harder to prepare for, as the PCs can really do damage fast but can also get tagged fast too. I prep by beginning with what they are going to face, do a quick CR calc and write everything in a MSWord document. I paste over critters and NPCs from generators and tweek them to meet my needs, such as if I want all of the NPC humanoids to be good at tripping & throwing.

Later, while walking to and fro or sitting somewhere boring, I think about how I want a battle to progress and what the players might do. It never happens that way, but it helps to know that I should increase the AC on dire bats to foil an easy kill. With the higher levels, knowing the casters' spells becomes more important. Fireball & Magic Missle may be a cliche that makes you yawn but it works, and they will use it, and there are the similar standby spells in UA. Give the BBEG casters a shield spell to prolong the fight so you can get in some good licks on the party before losing.

Then I go back and make the last changes and lay out the landscape where it will take place, which goes quickly for me. Totaled, it probably takes me 2-5 hours making notes, maps, role-playing encounters and baddies to fight. And that's the fun part I enjoy away from the table. It's not that long, and if I am running out of time I can cut corners by skimping on details here and there.
 

Here's an NPC form based on Henry's excellent post. :)

NPC Form
Name
Alignment
Class Level BAB
Details
Decent skills (rank=level):
Good skills (lvl+3):
Good attributes (+2):
Major Feats:
Hit Points (levelx1/2hd):
If NPC is for combat:
AC touch AC speed:
Melee and Ranged attack:
damage:
 

Also, save everything. I have folders on my computer full of stuff I have statted out in the past plus downloaded creatures, NPCs, BBEGs, locations, plots, etc. that I have collected here and there, and when I need something I check there first and if something is suitable I just file off the serial numbers and give it a fresh coat of paint.
 

I personally hand write the encounter out then type it up in a simpel format I am use to using. It doesn't have everything but has everything I use.

I do this manly becuase I run a 13th level party and encounters get complex at this point so writting then typing the encounterhelps set it in my head so I don't forget that crucial fact that changes the whole combat. It also lets me think throuh exactly how the NPC functioned up to that time. I don't write out anything but mechanics as I tend to have the other things such as setting/environment, plot,mood, etc in my head or I create as I go along.

I then read over the encounter the day I plan to run it. Just tp refresh my memory.

My simple format has things like SR beside the saves so I don't forget it and DR between AC and Hit points so I don't forget it, Smite abilities beside their attacks so I Don't forget... See a theme here. There's a lot to forget on CR 7 or higher encounters.

If the creature has spells I note their effects that I might not know. If the have fireball I just write that. I know what it does. But unholy aura might get a small note including dur, range and effect. Only those things I don't know off the top of my head.

Also right beside the Creatures name goes its book and page number incase I did forget something. Plus Pg #'s of any special abilities I might not know well. If I have to reference a book I can go right to it.

Hope this Helps.

gotta actually go do that now for Sunday.

Later
 

Coming from a somewhat newbie DM, great advice here!

I especially LOVE Henry's format for "statting" out NPCs! And thanks S'mon for making an easy "form".

Although I am running a very low-level solo campaign (2nd level Monk), I was always unsure of how to stat the NPCs my player encountered. This is mainly in regards to "monsters", since the campaign area is so small, there are only a few "people" NPCs. I was always afraid of putting too little info for the NPC in question and having to refer back to the books, or putting too much and not using half the information that I prepared.

Anyways, here is a link to some more advice that you may find useful:

http://enworld.cyberstreet.com/showthread.php?threadid=47525
 

MarauderX said:
Totaled, it probably takes me 2-5 hours making notes, maps, role-playing encounters and baddies to fight. And that's the fun part I enjoy away from the table. It's not that long, and if I am running out of time I can cut corners by skimping on details here and there.

Wow. 2-5 hours isn't long? All I can say is good job! :D

The time I spend actually writting down or typing stuff up is around 1 hour or 2 at the very most. My longest time came when I tried to make a campaign map of the world that was "accurate to scale" based on the FR campaign map. That took me around 2 to 3 hours I think.

I spend most of my "prepping" time doing something similar to what you do: when I am in a "boring" situation, I think about the campaign, encounters, adventures, etc. This is where most of my ideas on what will happen during the game session come from.
 

Yes - save everything - convert notes scrawled down of things improv'd in the game (new shops, characters, etc.) and formalize them between sessions. You can build a whole world that way - plus it saves you the trouble when you go back to those same locales.

And with all of those stats - never underestimate the power of index cards - having a nice, basic stat block for generic monsters, one per card, is very handy. You can jot notes on the card as well.

You can also make cards for specific NPCs - and there the notes are even more useful. You can use the card in the initiative - (I use index cards, one for each player, when putting together initiative for each round).

Having a binder with all of your organized notes at your fingertips makes a big difference.

Even when going "on the fly", having such aids makes things go so much smoother. And keep plenty of blank cards and paper for additional notes as you go. As long as you have a decent system you understand for organizing it - like a page for cities, with sub-headings for NPCs of note in town - and then clean it up and organize it later, you will be in great shape.
 

Remove ads

Top