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D&D 5E Encounter building in the Starter Set

Kobold Stew

Last Guy in the Airlock
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(warning: I'll try to avoid them, but some spoilers for the adventure Lost Mine of Phandelver may follow; feel free not to read if this might upset you.)

So hearing concerns I've seen about what is and isn't in the Basic pdf, I turned to the Starter Set to look at how encounters are built. Not in terms of XP/CR thresholds (with this week's L&L, that's being discussed elsewhere), but other things.

There's a bunch of general awesomeness, that I think the designers deserve credit for (DM advice for playing random NPCs, simple tweaks to make common monsters completely terrifying and new, some encounters that can't be overcome with combat, etc.). On top of these, though, two things stood out for me that suggest this is the game I want to play:

1. Random Encounters. A great table rolled once every 12 hours for wandering monsters in the wilderness. Simple, basic, and (as I take it) just enough to interrupt a long rest (but not a short rest). Indoors, it's whenever the DM wants (but whenever the characters spend a long time in a given area). I take that to be if they attempt a short rest. It doesn't mean that they will necessarily be interrupted, but the possibility exists.

2. Group skill checks. There's a sidebar concerning group skill checks, using the example of the whole party trying to disguise themselves. If the characters work as a group, it's each of their Charisma (Deception) against Wisdom (Insight), and they pass if any one makes it. That seems to me to be a fairly low threshold, but it's certainly fun. (The sidebar also suggest giving advantage for good role-play -- that seems a brilliant way to give the players an edge as well.). The players won't know that it's comparatively easy, of course, and so the threat of failure is real. I just really liked the way the adventure anticipates non-combat solutions.)

I just found these things really exciting -- it gives me a clear idea of what's to come (which is what the Starter Set should be doing!).
 

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I'm totally with you on the group skill checks. Frankly, this is the best addition to the skill system since it was introduced in 3e.

Beyond the encounters in the adventure itself, there are enough monsters in the appendix to tied over a DM for a few game sessions. I don't think it's quite enough to last until the 5e MM comes out at the end of September, but it's quite a bit. Maybe enough until the adventures Kobald Press adventures come out, and the DM will have a few more to build their own encounters.
 


After reading my previous post carefully, I've decided that I'm still right on a technicality.

:D

Seriously though, I don't remember 4e having group skill checks where everyone makes the check and the whole party succeeds if half come-up success. The campaign I just finished playing in never used that rule. But I just checked the Essentials Dungeon Master's Book, and it's in there.

I may ask my previous DM about it though, he's playing in the new campaign I'm running. Maybe he used the rule and I just didn't notice.
 
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Beyond the encounters in the adventure itself, there are enough monsters in the appendix to tied over a DM for a few game sessions. I don't think it's quite enough to last until the 5e MM comes out at the end of September, but it's quite a bit. Maybe enough until the adventures Kobald Press adventures come out, and the DM will have a few more to build their own encounters.

Monsters will be added to Basic in August along with encounter building guidelines.
 

Monsters will be added to Basic in August along with encounter building guidelines.
Great!

Sorry, I'm really behind. I completely ignored the play test and I learned literally nothing about 5e until I bought the Starter Set on Sunday and I've been reading the Basic pdf since last night. So, I'm basically playing catch-up.
 

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