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DMG's definition of "Deadly" is much less deadly than mine: Data Aggregation?
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<blockquote data-quote="intermedial" data-source="post: 6705046" data-attributes="member: 6801535"><p>Absolutely. The three round rule is just a conceit, based on the DMG's recommendation to use that as a baseline for building your own monsters. If you could create a simulation tool as Hemlock recommends, it would be far more accurate. If fact, you could even have that tool account for how long you want the encounter to last, and how many other encounters the party may face. </p><p></p><p>It might not account for all the nuances of combat, but it'll give you a good general approximation.</p><p></p><p>That said, after three rounds, many monsters start to run out of interesting things to do anyways. Furthermore, based on the size, experience, and level of your party, three rounds might be an appropriate place to move on depending on the pacing of your session. It's a good, solid assumption, and building your encounters around a three-round structure carries several benefits with regard to encounter balance, narrative structure, and overall session pacing.</p><p></p><p>Obviously, climatic battles warrant more rounds, so that's easily remedied (you can adjust HP and DPR to result in a longer or shorter combat).</p></blockquote><p></p>
[QUOTE="intermedial, post: 6705046, member: 6801535"] Absolutely. The three round rule is just a conceit, based on the DMG's recommendation to use that as a baseline for building your own monsters. If you could create a simulation tool as Hemlock recommends, it would be far more accurate. If fact, you could even have that tool account for how long you want the encounter to last, and how many other encounters the party may face. It might not account for all the nuances of combat, but it'll give you a good general approximation. That said, after three rounds, many monsters start to run out of interesting things to do anyways. Furthermore, based on the size, experience, and level of your party, three rounds might be an appropriate place to move on depending on the pacing of your session. It's a good, solid assumption, and building your encounters around a three-round structure carries several benefits with regard to encounter balance, narrative structure, and overall session pacing. Obviously, climatic battles warrant more rounds, so that's easily remedied (you can adjust HP and DPR to result in a longer or shorter combat). [/QUOTE]
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DMG's definition of "Deadly" is much less deadly than mine: Data Aggregation?
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