Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
DMG's definition of "Deadly" is much less deadly than mine: Data Aggregation?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="FormerlyHemlock" data-source="post: 6709382" data-attributes="member: 6787650"><p>Hmmm. You'd know better than I would about your playing style, but you have two very consistent classes up there (rogue and ranger) and three bursty-ish classes, two of which are bursty on a long rest and one on a short rest (Monkalock). And I'm not sure how to classify your Fighter/Paladin without seeing him in action. I think if I were trying to come up with mechanical guidelines, the way I'd do it is to reduce the effective level of the bursty characters as the day goes on. If the Sorcerer is level 11, and he is known to nova early and often, then maybe I'd count him as level 15 in computations for early in the day, petering down to level 8 or 9 at the end of the day when he is mostly depleted. The rogue will be exactly level 11 all day long, and the ranger probably will be too unless he relies a lot on his spells.</p><p></p><p>Unfortunately, my favorite encounter-building tool (Kobold.com) does not support heterogenous party levels so it's not easy to play with changing levels this way.</p><p></p><p>I honestly think the best way for you to proceed is to just make sure you use up the whole daily encounter budget, and assume that the short/long rest-focused characters will even things out in the end between themselves, since the design intent is for them to be fairly balanced. Don't worry so much about the label on any individual fight and focus more on the deadliness of the whole sequence of encounters.</p><p></p><p>BTW, one observation: if you want to panic players, make monsters that fail morale checks go berserk instead of fleeing or fighting to the death. That is, make them change their behavior patterns, flee the guy who's been beating on them with a stick, and charge someone completely different on the back lines like the wizard (ignoring all the opportunity attacks it takes in the process). It may not make the encounter any harder ultimately but it certainly changes things up and forces the wizard to respond (e.g. Disengage or Blade Ward instead of continuing to hurl fireballs)--and the key to a non-boring combat is to have more decision points within it.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6709382, member: 6787650"] Hmmm. You'd know better than I would about your playing style, but you have two very consistent classes up there (rogue and ranger) and three bursty-ish classes, two of which are bursty on a long rest and one on a short rest (Monkalock). And I'm not sure how to classify your Fighter/Paladin without seeing him in action. I think if I were trying to come up with mechanical guidelines, the way I'd do it is to reduce the effective level of the bursty characters as the day goes on. If the Sorcerer is level 11, and he is known to nova early and often, then maybe I'd count him as level 15 in computations for early in the day, petering down to level 8 or 9 at the end of the day when he is mostly depleted. The rogue will be exactly level 11 all day long, and the ranger probably will be too unless he relies a lot on his spells. Unfortunately, my favorite encounter-building tool (Kobold.com) does not support heterogenous party levels so it's not easy to play with changing levels this way. I honestly think the best way for you to proceed is to just make sure you use up the whole daily encounter budget, and assume that the short/long rest-focused characters will even things out in the end between themselves, since the design intent is for them to be fairly balanced. Don't worry so much about the label on any individual fight and focus more on the deadliness of the whole sequence of encounters. BTW, one observation: if you want to panic players, make monsters that fail morale checks go berserk instead of fleeing or fighting to the death. That is, make them change their behavior patterns, flee the guy who's been beating on them with a stick, and charge someone completely different on the back lines like the wizard (ignoring all the opportunity attacks it takes in the process). It may not make the encounter any harder ultimately but it certainly changes things up and forces the wizard to respond (e.g. Disengage or Blade Ward instead of continuing to hurl fireballs)--and the key to a non-boring combat is to have more decision points within it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
DMG's definition of "Deadly" is much less deadly than mine: Data Aggregation?
Top