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General Tabletop Discussion
*Dungeons & Dragons
Help me balance my old school encounters
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<blockquote data-quote="howandwhy99" data-source="post: 6203938" data-attributes="member: 3192"><p>Challenges are defined by class power level of groups. You'll want to rate your PCs in all measures and when players (and therefore PCs) don't show up, you'll probably want to warn newbi players to stick to easier challenges due to their current lack of forces.</p><p></p><p>ACKS should be telling you how to rate creature challenges like Bugbears. HD is a combat stat and comes into balancing combat challenges, but variable HD (like most D&D uses by class) matters when determining group combat ability. </p><p></p><p>Isn't there any in the books? There should be. </p><p></p><p>I suggest balancing challenges by the ability of the players to reach them. To reach 2nd level challenges, on average, they need to get to a 2nd level area via a 1st level one. Think Dungeon Levels except not just foes and not only the layer cake design most folks use. Discovering secret passages to more (or less) challenging areas comes from actual discovery of them. Knowledge of them is a form of treasure for the PCs. Knowing they are out of the depths, so to speak, is also part of the game, but you should note how forces on different levels treat secret passages and what a power group from a weaker one encroaching on their territory will result in. Secret passages should begin as they are: places to hide and escape with. Later they might be used by the PCs at higher level as shortcuts past easier levels or their first entrance into tougher ones. 1-way chutes to lower levels should be rare and short IMO.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6203938, member: 3192"] Challenges are defined by class power level of groups. You'll want to rate your PCs in all measures and when players (and therefore PCs) don't show up, you'll probably want to warn newbi players to stick to easier challenges due to their current lack of forces. ACKS should be telling you how to rate creature challenges like Bugbears. HD is a combat stat and comes into balancing combat challenges, but variable HD (like most D&D uses by class) matters when determining group combat ability. Isn't there any in the books? There should be. I suggest balancing challenges by the ability of the players to reach them. To reach 2nd level challenges, on average, they need to get to a 2nd level area via a 1st level one. Think Dungeon Levels except not just foes and not only the layer cake design most folks use. Discovering secret passages to more (or less) challenging areas comes from actual discovery of them. Knowledge of them is a form of treasure for the PCs. Knowing they are out of the depths, so to speak, is also part of the game, but you should note how forces on different levels treat secret passages and what a power group from a weaker one encroaching on their territory will result in. Secret passages should begin as they are: places to hide and escape with. Later they might be used by the PCs at higher level as shortcuts past easier levels or their first entrance into tougher ones. 1-way chutes to lower levels should be rare and short IMO. [/QUOTE]
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Help me balance my old school encounters
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