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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Encounters-per-day guideline in 4e?
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<blockquote data-quote="Manbearcat" data-source="post: 6880751" data-attributes="member: 6696971"><p>I don't have access to my books or Dungeon articles on the subject, but I'm pretty sure my recollection is good enough. </p><p></p><p>I want to say the classic adventuring day model for 4e is 3 encounters @ L, L+2, L+4. The heroes should be somewhat pressed (dramatically, tactically, strategically) while surviving this template, group intact, at an extremely robust clip.</p><p></p><p>However, as is discussed (at least in DMG2), that model is easily perturbed on multiple axes to achieve desired results (stressing the PCs dramatically, tactically, and strategically). Further, as play moves through the tiers, (as we all know) that baseline progressively moves upward. Probably to something akin to L+2, L+4, L+6 at Paragon and L+4, L+6, L+8 at Epic.</p><p></p><p>My last Epic Tier adventuring day (level 24 PCs with Companion Characters) was something like:</p><p></p><p>* 4 above level Skill Challenges (all C1 or C2; L+1, a couple L+2s and maybe an L+4?)</p><p>* 1 combat nested in the first SC (L+3 I think?)</p><p>* another SC nested combat (way overlevel, L+8 or so, but they just had to survive 8 rounds)</p><p>* a BBEG combat that included 3 adjacent encounter zones with a bunch of Companion Characters and activatable rampart defenses (maybe L+3 in each zone with one of them L+4)</p><p>* a final BBEG showdown with the remaining forces from the combat above regrouping and rallying at the town square as the Far Realm mutates smashed through the outer wall, the kill box, and the inner wall. This ended up being not too bad for the PCs as they fared ok in the above 3-zone combat (maybe only L+4).</p><p></p><p>That is effectively 10 encounters (all above level, some well above) at Epic Tier and the PCs were down to nothing left. But they won.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6880751, member: 6696971"] I don't have access to my books or Dungeon articles on the subject, but I'm pretty sure my recollection is good enough. I want to say the classic adventuring day model for 4e is 3 encounters @ L, L+2, L+4. The heroes should be somewhat pressed (dramatically, tactically, strategically) while surviving this template, group intact, at an extremely robust clip. However, as is discussed (at least in DMG2), that model is easily perturbed on multiple axes to achieve desired results (stressing the PCs dramatically, tactically, and strategically). Further, as play moves through the tiers, (as we all know) that baseline progressively moves upward. Probably to something akin to L+2, L+4, L+6 at Paragon and L+4, L+6, L+8 at Epic. My last Epic Tier adventuring day (level 24 PCs with Companion Characters) was something like: * 4 above level Skill Challenges (all C1 or C2; L+1, a couple L+2s and maybe an L+4?) * 1 combat nested in the first SC (L+3 I think?) * another SC nested combat (way overlevel, L+8 or so, but they just had to survive 8 rounds) * a BBEG combat that included 3 adjacent encounter zones with a bunch of Companion Characters and activatable rampart defenses (maybe L+3 in each zone with one of them L+4) * a final BBEG showdown with the remaining forces from the combat above regrouping and rallying at the town square as the Far Realm mutates smashed through the outer wall, the kill box, and the inner wall. This ended up being not too bad for the PCs as they fared ok in the above 3-zone combat (maybe only L+4). That is effectively 10 encounters (all above level, some well above) at Epic Tier and the PCs were down to nothing left. But they won. [/QUOTE]
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