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How much an 11th level party can take in a day?
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<blockquote data-quote="aco175" data-source="post: 8715740" data-attributes="member: 27385"><p>11th level PCs can do a lot more than you think. They now unlock a 3rd attack and 3dwhatever cantrips, not to mention 5th level spells. They are on the level where they have powers getting beyond what one DM can think of to make things work right. Do not worry about balance that much.</p><p></p><p>Your encounters seem about right. I like encounter 1 with using a special tactic like the gas and if the PCs overcome it, then good for them. They may run to the next room or such or have gust of wind spell. </p><p></p><p>Encounter 2 could be divided in waves depending on how the PCs stealth. 8-10 bad guys start to become harder for the PCs. Allow the PCs to lock the constructs in rooms to take them out of the fight or slow them down for a round or two. This lets some of the players shine if they have good skills.</p><p></p><p>Encounter 3 likely needs to be tougher if you have only 3 bad guys. I would think about putting a large group of mooks here to let casters and fighters shine some. Like in the movies where bad guys are just getting smashed and tossed around. The one or two leaders of the group try to direct them, maybe with a cool power that lets them move for free or something.</p><p></p><p>Put a short rest here. Could be some roleplay with a former captive of the bad guys or even a secret shrine that if they make an offering you can give an extra 1d10hp back. </p><p></p><p>I like encounter 4 being a trap and construct. This allows for some wiggle room in making the encounter easier if they overcome things or harder if they fail to see things first. You can also add some tension with some skill checks to jump over pits or swing on ropes like Indiana Jones or something. Giant stones dropping to block off tunnels with waterfalls opening up to flood the room. Less fighting outright and more keep it moving. </p><p></p><p>5 feels a bit easy. The PCs will still have power left in the tank for the BBEG, especially if they know the game is a one-shot. The final encounter is where you should likely lose a PC or two. Have something cool and strange happen partway through the fight. Maybe a bad guy caster pulls out a scroll and any dead gladiator rises as an undead gladiator or a demon or something. This adds a second wave to the fight when the players already have made plans. Maybe a flying monster to allow getting to back row PCs. Teleporting circles in the room that allow people to move around. You can make this tied to a ring or something the bad guys wear or allow the PCs to figure it out and use them as well. It is a better reward to let the players figure it out though. </p><p></p><p>Overall it sounds fine and just remember it is a one-shot so go bonkers.</p></blockquote><p></p>
[QUOTE="aco175, post: 8715740, member: 27385"] 11th level PCs can do a lot more than you think. They now unlock a 3rd attack and 3dwhatever cantrips, not to mention 5th level spells. They are on the level where they have powers getting beyond what one DM can think of to make things work right. Do not worry about balance that much. Your encounters seem about right. I like encounter 1 with using a special tactic like the gas and if the PCs overcome it, then good for them. They may run to the next room or such or have gust of wind spell. Encounter 2 could be divided in waves depending on how the PCs stealth. 8-10 bad guys start to become harder for the PCs. Allow the PCs to lock the constructs in rooms to take them out of the fight or slow them down for a round or two. This lets some of the players shine if they have good skills. Encounter 3 likely needs to be tougher if you have only 3 bad guys. I would think about putting a large group of mooks here to let casters and fighters shine some. Like in the movies where bad guys are just getting smashed and tossed around. The one or two leaders of the group try to direct them, maybe with a cool power that lets them move for free or something. Put a short rest here. Could be some roleplay with a former captive of the bad guys or even a secret shrine that if they make an offering you can give an extra 1d10hp back. I like encounter 4 being a trap and construct. This allows for some wiggle room in making the encounter easier if they overcome things or harder if they fail to see things first. You can also add some tension with some skill checks to jump over pits or swing on ropes like Indiana Jones or something. Giant stones dropping to block off tunnels with waterfalls opening up to flood the room. Less fighting outright and more keep it moving. 5 feels a bit easy. The PCs will still have power left in the tank for the BBEG, especially if they know the game is a one-shot. The final encounter is where you should likely lose a PC or two. Have something cool and strange happen partway through the fight. Maybe a bad guy caster pulls out a scroll and any dead gladiator rises as an undead gladiator or a demon or something. This adds a second wave to the fight when the players already have made plans. Maybe a flying monster to allow getting to back row PCs. Teleporting circles in the room that allow people to move around. You can make this tied to a ring or something the bad guys wear or allow the PCs to figure it out and use them as well. It is a better reward to let the players figure it out though. Overall it sounds fine and just remember it is a one-shot so go bonkers. [/QUOTE]
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