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General Tabletop Discussion
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Encounter Building: Revised XP Threshold by Character Level Table
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<blockquote data-quote="dave2008" data-source="post: 6989639" data-attributes="member: 83242"><p>Well how you see it, but I don't know that your view point is particularly pervasive among players and DMs on this subject. Of course I have no idea if any viewpoint has any amount of traction for that matter!</p><p></p><p></p><p></p><p></p><p>I agree to some extent, but as I said before it all seems like semantics. Your replacing a word you don't like with one you do like. I guess my preference would be to keep the terms used in the DMG and instead define them differently.</p><p></p><p></p><p></p><p>Or we could say:</p><p><strong><em>Easy.</em></strong> An easy encounter is non-challenging with little to no resource expenditure.</p><p><strong><em>Medium.</em></strong> A medium encounter is non-challenging with minor resource expenditure. The characters may expect to loose some hit points and spend a few short or long rest resources, but they should emerge victorious with no casualties or major resource use.</p><p><strong><em>Hard.</em></strong> A hard encounter is challenging with minor resource use, refer to medium, or non-challenging with major resource expenditure. The characters can expect to loose significant health resources (hit points and/or healing) and spend up to a quarter (spit-balling here) of there short or long rest resources.</p><p><strong><em>Deadly. </em></strong> A deadly encounter is challenging with major resource expenditure, refer to hard, and can result in character deaths. Characters can expect to loose a majority of their health, long rest, and short rest resources to escape with their lives.</p><p></p><p>The actual XP budgets would then be modified based on the table assumptions (mine are lower than yours) versus the actual part size, composition, skill, and/or play style.</p></blockquote><p></p>
[QUOTE="dave2008, post: 6989639, member: 83242"] Well how you see it, but I don't know that your view point is particularly pervasive among players and DMs on this subject. Of course I have no idea if any viewpoint has any amount of traction for that matter! I agree to some extent, but as I said before it all seems like semantics. Your replacing a word you don't like with one you do like. I guess my preference would be to keep the terms used in the DMG and instead define them differently. Or we could say: [B][I]Easy.[/I][/B] An easy encounter is non-challenging with little to no resource expenditure. [B][I]Medium.[/I][/B] A medium encounter is non-challenging with minor resource expenditure. The characters may expect to loose some hit points and spend a few short or long rest resources, but they should emerge victorious with no casualties or major resource use. [B][I]Hard.[/I][/B] A hard encounter is challenging with minor resource use, refer to medium, or non-challenging with major resource expenditure. The characters can expect to loose significant health resources (hit points and/or healing) and spend up to a quarter (spit-balling here) of there short or long rest resources. [B][I]Deadly. [/I][/B] A deadly encounter is challenging with major resource expenditure, refer to hard, and can result in character deaths. Characters can expect to loose a majority of their health, long rest, and short rest resources to escape with their lives. The actual XP budgets would then be modified based on the table assumptions (mine are lower than yours) versus the actual part size, composition, skill, and/or play style. [/QUOTE]
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