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General Tabletop Discussion
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High Level 5.5E: Building Encounter Chains
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<blockquote data-quote="AlViking" data-source="post: 9883628" data-attributes="member: 6906980"><p>It's going to vary a bit from one group to the next but I plan between 3 and 6 encounters between long rests almost all of the time. With 5.5 this is a bit easier to implement - all you need to do is interrupt their long rest which simply requires something happening that causes them to roll initiative. So the group doesn't have a safe place to rest because they are attacked (even an easy fight will do) or because of some other hazard. You can also implement a ticking clock since you must wait at least 12 hours before you can take another long rest. </p><p></p><p>In other cases it's because they're storming the metaphorical or real castle and there simply is no place to rest, they're deep behind enemy lines and constantly interrupted by random patrols and so on. As far as what to throw at them, that's a bit tougher because it's based on current themes and what makes sense for the party. I've thrown everything from a small army of constructs or a large construct supported by soldiers to half-dragons of various breeds to all sorts of aberrations, fiends and a large group of humans (or whichever species made sense) with multiple casters backed up by support troops. It's always just depended on where they are and what made sense for the enemy to employ.</p><p></p><p>Something else I keep in mind is that if there have been encounters with the enemy, they will be on high alert and at higher levels I assume the enemy knows that people can hide away using spells. The tiny hut is great but it's not like intelligent enemies are going to ignore the fact that you're camping on their doorstep. Mordenkainen's Mansion is even better but if your tracks suspiciously disappear into thin air it's logical to assume you will return.</p><p></p><p>I generally avoid solos and if I do I set up the environment to greatly favor the solo and give them opportunities to disengage if they need to do so, but most of the time I simply don't do a single monster - there may be one enemy much higher level but they'll have support. That and try to mix up the encounters, have some where the group just has to survive a gauntlet or protect something or someone for <em>n</em> round or similar. But that gets into general encounter design which is it's own topic.</p></blockquote><p></p>
[QUOTE="AlViking, post: 9883628, member: 6906980"] It's going to vary a bit from one group to the next but I plan between 3 and 6 encounters between long rests almost all of the time. With 5.5 this is a bit easier to implement - all you need to do is interrupt their long rest which simply requires something happening that causes them to roll initiative. So the group doesn't have a safe place to rest because they are attacked (even an easy fight will do) or because of some other hazard. You can also implement a ticking clock since you must wait at least 12 hours before you can take another long rest. In other cases it's because they're storming the metaphorical or real castle and there simply is no place to rest, they're deep behind enemy lines and constantly interrupted by random patrols and so on. As far as what to throw at them, that's a bit tougher because it's based on current themes and what makes sense for the party. I've thrown everything from a small army of constructs or a large construct supported by soldiers to half-dragons of various breeds to all sorts of aberrations, fiends and a large group of humans (or whichever species made sense) with multiple casters backed up by support troops. It's always just depended on where they are and what made sense for the enemy to employ. Something else I keep in mind is that if there have been encounters with the enemy, they will be on high alert and at higher levels I assume the enemy knows that people can hide away using spells. The tiny hut is great but it's not like intelligent enemies are going to ignore the fact that you're camping on their doorstep. Mordenkainen's Mansion is even better but if your tracks suspiciously disappear into thin air it's logical to assume you will return. I generally avoid solos and if I do I set up the environment to greatly favor the solo and give them opportunities to disengage if they need to do so, but most of the time I simply don't do a single monster - there may be one enemy much higher level but they'll have support. That and try to mix up the encounters, have some where the group just has to survive a gauntlet or protect something or someone for [I]n[/I] round or similar. But that gets into general encounter design which is it's own topic. [/QUOTE]
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