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Encounter Building: Revised XP Threshold by Character Level Table
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<blockquote data-quote="cooperjer" data-source="post: 6995608" data-attributes="member: 6862150"><p>There's a lot of ideas to process over the past 24 hours on this thread. A couple notes came to mind while reading.</p><p></p><p>1. The DMG daily XP recommendation (DRXP), to my understanding, does not include the multipliers used for groups of enemies.</p><p> a. This ties to leveling speed, but in my game I give levels based on completion of a dungeon.</p><p></p><p>2. Since the daily XP does not include a difficulty for a quantity of enemies in an encounter then a percent value of the DRXP for an encounter can provide some insight into the difficulty of an encounter given in as a numerical value rather than a subjective adjective.</p><p> a. This ties back to what [MENTION=6855137]l0lzero[/MENTION] suggested by using the CR XP value without multipliers, but also takes it one step further by removing the subjective indicator of encounter difficulty.</p><p> b. In my head I see the heading to each column have an adjective with a parenthesis showing a range of DRXP used for that adjective.</p><p> c. As an example Easy (8% to 10%), or Medium (11% to 13%), etc.</p><p></p><p>3. Single monster encounters should still have a multiplier on them. </p><p> a. As an example, in last Wednesdays AL game a group of 8 adventures brought a purple worm to 5 HP in a little over 2 rounds.</p><p> b. Later, in Storm Kings Thunder, when we're supposed to run and let the giant fight the dragon, we're not going to be scared.</p><p></p><p>4. The DM would benefit by knowing approximately how much damage is done by their PCs in a round.</p><p> a. This would help the DM plan single NPC encounters and possibly multiple NPC encounters.</p><p> b. From my personal experience a 5th level character dishes out between 15 and 20 points of damage per turn.</p><p> c. My current guess is that at level 8 characters dish out 18 to 23 points per turn.</p><p></p><p>In my encounter design I look at both the adjective listed for the encounter using the DMG guidelines for encounter calculation and the percent of DRXP. I feel both factors are needed to help a DM get a good idea how the encounter will resolve. </p><p></p><p>One additional factor that has not been discussed is, "Where in the day are the characters with respect to their DRXP?" In the dungeon design, I also sum the percent of DRXP from all previous encounters to get an idea of what risk the characters may have when they run into the new encounter. Admittedly, the players to not approach each encounter in order on my spreadsheet, but if they did then I would know what risk they my have. I feel this is the final factor that a DM should have in encounter design. How much of the DRXP has been consumed to that point prior to the encounter.</p><p></p><p>I think I stated this earlier in this thread, but it is related. The resource consumption on each character in not the same for each encounter. Therefore, there should be a recommended limit of resource consumption or DRXP. My current guess is 80% to 90%. I feel if a group consumed 100% of their DRXP then the result would be TPK.</p></blockquote><p></p>
[QUOTE="cooperjer, post: 6995608, member: 6862150"] There's a lot of ideas to process over the past 24 hours on this thread. A couple notes came to mind while reading. 1. The DMG daily XP recommendation (DRXP), to my understanding, does not include the multipliers used for groups of enemies. a. This ties to leveling speed, but in my game I give levels based on completion of a dungeon. 2. Since the daily XP does not include a difficulty for a quantity of enemies in an encounter then a percent value of the DRXP for an encounter can provide some insight into the difficulty of an encounter given in as a numerical value rather than a subjective adjective. a. This ties back to what [MENTION=6855137]l0lzero[/MENTION] suggested by using the CR XP value without multipliers, but also takes it one step further by removing the subjective indicator of encounter difficulty. b. In my head I see the heading to each column have an adjective with a parenthesis showing a range of DRXP used for that adjective. c. As an example Easy (8% to 10%), or Medium (11% to 13%), etc. 3. Single monster encounters should still have a multiplier on them. a. As an example, in last Wednesdays AL game a group of 8 adventures brought a purple worm to 5 HP in a little over 2 rounds. b. Later, in Storm Kings Thunder, when we're supposed to run and let the giant fight the dragon, we're not going to be scared. 4. The DM would benefit by knowing approximately how much damage is done by their PCs in a round. a. This would help the DM plan single NPC encounters and possibly multiple NPC encounters. b. From my personal experience a 5th level character dishes out between 15 and 20 points of damage per turn. c. My current guess is that at level 8 characters dish out 18 to 23 points per turn. In my encounter design I look at both the adjective listed for the encounter using the DMG guidelines for encounter calculation and the percent of DRXP. I feel both factors are needed to help a DM get a good idea how the encounter will resolve. One additional factor that has not been discussed is, "Where in the day are the characters with respect to their DRXP?" In the dungeon design, I also sum the percent of DRXP from all previous encounters to get an idea of what risk the characters may have when they run into the new encounter. Admittedly, the players to not approach each encounter in order on my spreadsheet, but if they did then I would know what risk they my have. I feel this is the final factor that a DM should have in encounter design. How much of the DRXP has been consumed to that point prior to the encounter. I think I stated this earlier in this thread, but it is related. The resource consumption on each character in not the same for each encounter. Therefore, there should be a recommended limit of resource consumption or DRXP. My current guess is 80% to 90%. I feel if a group consumed 100% of their DRXP then the result would be TPK. [/QUOTE]
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