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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Encounter building in the Starter Set
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="Kobold Stew" data-source="post: 6329830" data-attributes="member: 23484"><p>(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.)</p><p></p><p>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. </p><p></p><p>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: </p><p></p><p>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. </p><p></p><p>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.)</p><p></p><p>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!).</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6329830, member: 23484"] (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!). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Encounter building in the Starter Set
Top