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General Tabletop Discussion
*Dungeons & Dragons
Guidelines for fewer/tougher encounters?
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<blockquote data-quote="Flamestrike" data-source="post: 6791419" data-attributes="member: 6788736"><p>Cool man, its your game.</p><p></p><p></p><p></p><p>'Nearly killing the party twice' in one session is not the game working fine. How many sessions does it take before one of those close calls finally kills them? One encounter of bad rolls, and its kaput.</p><p></p><p>If every encounter has a 10 percent chance of a TPK, then your PCs are odds on not to reach 5th level. In fact, going by xp guidelines, they have a less than 1 percent chance to make it that far.</p><p></p><p>More encounters of lower difficulty creates an equal challenge, but also ameliorates the risk of a TPK and maintains the balance between the classes.</p><p></p><p>5 x 4th level PCs have a deadly threshold of 2500xp. Some deadly encounters are:</p><p></p><p>1 Young black dragon (2900)</p><p>2 Flameskulls (3300)</p><p>4 Orogs (3600)</p><p>1 Hobgoblin captain and 8 Hobgoblins (3750)</p><p>2 Banshees (3300)</p><p>2 Helmed horrors (3300)</p><p></p><p>All of which would likely TPK a party of 5 x 4th level PCs (even PCs who are fully rested). And thats on the lower side of deadly.</p><p></p><p>Throwing encounters like that at PCs just encourages them to all avoid fighters, warlocks and monks, play full spellcasters or Paladins, and [smite/ high level spell] nova the encounter, before falling back to rest. The 5 minute adventuring day is reinforced, and initiative is the decicive factor in a combat.</p><p></p><p>Maybe thats the preferred style of your group, where certain classes are invalidated, nova tactics are preferred, and combats are rocket tag. If so, then more fun to you and feel free to ignore the advice.</p><p></p><p>I strongly suggest forcing six encounters on them before letting them long rest. How about making long rests key off a [six encounter] milestone and short rests off a [two encounter] milesetone, and un-link the benefits of a 'rest' [hit dice, healing and resource recovery] from <em>actual </em>resting. See how the game balances at that point. Your encounters will be much more tactical, spellcasting, smiting, raging, action surging etc will become much more of a meaningful player choice, and the rocket tag element will vanish. Your encounters will balance so much better too.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6791419, member: 6788736"] Cool man, its your game. 'Nearly killing the party twice' in one session is not the game working fine. How many sessions does it take before one of those close calls finally kills them? One encounter of bad rolls, and its kaput. If every encounter has a 10 percent chance of a TPK, then your PCs are odds on not to reach 5th level. In fact, going by xp guidelines, they have a less than 1 percent chance to make it that far. More encounters of lower difficulty creates an equal challenge, but also ameliorates the risk of a TPK and maintains the balance between the classes. 5 x 4th level PCs have a deadly threshold of 2500xp. Some deadly encounters are: 1 Young black dragon (2900) 2 Flameskulls (3300) 4 Orogs (3600) 1 Hobgoblin captain and 8 Hobgoblins (3750) 2 Banshees (3300) 2 Helmed horrors (3300) All of which would likely TPK a party of 5 x 4th level PCs (even PCs who are fully rested). And thats on the lower side of deadly. Throwing encounters like that at PCs just encourages them to all avoid fighters, warlocks and monks, play full spellcasters or Paladins, and [smite/ high level spell] nova the encounter, before falling back to rest. The 5 minute adventuring day is reinforced, and initiative is the decicive factor in a combat. Maybe thats the preferred style of your group, where certain classes are invalidated, nova tactics are preferred, and combats are rocket tag. If so, then more fun to you and feel free to ignore the advice. I strongly suggest forcing six encounters on them before letting them long rest. How about making long rests key off a [six encounter] milestone and short rests off a [two encounter] milesetone, and un-link the benefits of a 'rest' [hit dice, healing and resource recovery] from [I]actual [/I]resting. See how the game balances at that point. Your encounters will be much more tactical, spellcasting, smiting, raging, action surging etc will become much more of a meaningful player choice, and the rocket tag element will vanish. Your encounters will balance so much better too. [/QUOTE]
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