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Encounter Building - Building a Better Model
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<blockquote data-quote="Stalker0" data-source="post: 8426093" data-attributes="member: 5889"><p>So while there is a lot here, you may quickly note that the majority of the system is the same as the core one. So what is really different?</p><p></p><p><strong>Modifiers for Player Ability and Magic Items</strong>: Characters thresholds are now longer just character level, we now adjust for a 6th level character run by a casual player that wants to throw dice and not think a bit vs a 6th level character run by a tactical genius who spends uncomfortable amounts of time on optimization boards.</p><p></p><p>We also have incorporated the power of magic items to further adjust the level of a player.</p><p></p><p><strong>Encounter Types and Party Style</strong></p><p>This is the heart of the changes. We first acknowledge that while there 1000s of different parties.... there are some very common "styles" that a group of PCS or monsters often uses. This gives us some insight as to how penalizing various conditions might be.</p><p></p><p>We then combine that with the Encounter types table, allowing us to very quickly modify our encounter PC for a narrow chokepoint, or a room filled with deadly pits, or a kobold ambush.</p><p></p><p><strong>More Attention on Party Size</strong></p><p>Party size is so incredibly important to overall party power, and yet the table in the core book really just kind of handwaves it outside of the 3-5 range. We at least incorporate that more precisely in our tables. Further, we make some acknowledgement that a low number of players are HIGHLY vulnerable to control effects. Meanwhile large parties are more susceptible to area blasts than normal, and we factor that in.</p><p></p><p><strong>Actually factors in Encounters per day!</strong></p><p>Our XP thresholds factor in the speed by his different parties play. You can adjust encounters for a once per day kind of random encounter or a 6 encounter expedition in a dungeon, all from one set of rules.</p><p></p><p><strong>More Factors, but not a lot more Complex</strong></p><p>At the end of the day, the charts do most of the work for us. The Effective Character levels are calculated only when a party levels or gains magic items, and so is something the DM only does infrequently.</p><p></p><p>The DM only needs to decide what style of fighting his enemies will do, picks a few terrain modifiers....and just adjusts the XP. Its a single new chart and one more multiplier....which could be easily incorporated into an encounter builder tool.</p><p></p><p>And yet we factor in many things that are so common to dnd that the base encounter system ignores.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8426093, member: 5889"] So while there is a lot here, you may quickly note that the majority of the system is the same as the core one. So what is really different? [B]Modifiers for Player Ability and Magic Items[/B]: Characters thresholds are now longer just character level, we now adjust for a 6th level character run by a casual player that wants to throw dice and not think a bit vs a 6th level character run by a tactical genius who spends uncomfortable amounts of time on optimization boards. We also have incorporated the power of magic items to further adjust the level of a player. [B]Encounter Types and Party Style[/B] This is the heart of the changes. We first acknowledge that while there 1000s of different parties.... there are some very common "styles" that a group of PCS or monsters often uses. This gives us some insight as to how penalizing various conditions might be. We then combine that with the Encounter types table, allowing us to very quickly modify our encounter PC for a narrow chokepoint, or a room filled with deadly pits, or a kobold ambush. [B]More Attention on Party Size[/B] Party size is so incredibly important to overall party power, and yet the table in the core book really just kind of handwaves it outside of the 3-5 range. We at least incorporate that more precisely in our tables. Further, we make some acknowledgement that a low number of players are HIGHLY vulnerable to control effects. Meanwhile large parties are more susceptible to area blasts than normal, and we factor that in. [B]Actually factors in Encounters per day![/B] Our XP thresholds factor in the speed by his different parties play. You can adjust encounters for a once per day kind of random encounter or a 6 encounter expedition in a dungeon, all from one set of rules. [B]More Factors, but not a lot more Complex[/B] At the end of the day, the charts do most of the work for us. The Effective Character levels are calculated only when a party levels or gains magic items, and so is something the DM only does infrequently. The DM only needs to decide what style of fighting his enemies will do, picks a few terrain modifiers....and just adjusts the XP. Its a single new chart and one more multiplier....which could be easily incorporated into an encounter builder tool. And yet we factor in many things that are so common to dnd that the base encounter system ignores. [/QUOTE]
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