So the DMG expressly warns you that you should notify your players if you are using Tailored encounters? Feel like quoting that text? Tailored encounters are described as an optional or alternate system? Feel like quoting that text?
I already did, and here it is again:
DMG pg. 43 said:
[Pg. 43] Writing an adventure with strong motivation is really a matter of knowing what style of game you and your players prefer... [Pg. 48] Just as with motivations, encounters can be tailored specifically to the PC's or not.
I'll do you one better, even. I'll show you how the DMG *actually* assumes both kinds of encounter design, and, in fact, warns in many places against the problems of Tailored-only design.
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You read the DMG, right? But you seem to have forgotten some key elements, and your brain has supplied some others...
I believe, in talking about notifying your players, you're referring to this?
DMG said:
If you decide to use only status quo encounters, you should probably let your players know about this.
The emphasis is mine, and it shows where your reading comprehension missed one very very important point: The DMG assumes you use a mix of tailored and status quo encounters.
Later, when discussing wandering monsters, the DMG says to use some random dungeon monster tables (pgs 77-79). In instructions for using the table, it tells you to "determine the dungeon level
YOU WANT to generate the encounter for." So if you're using Tailored encounters, you choose a level that is near the party's level. If you're using Status Quo encounters, you choose whatever level the dungeon *is*. And even if you're selecting it based on character level, there's a full 20% chance that there's going to be a variance in dungeon level just based on the charts.
Later, we have some encounter tables for various habitats. Neither the tables nor the habitat description tell you what level the PC's must be, but it does give you an EL for the environment and CR's for the hazards. For instance, the given forest at EL 6 could either be forest encounters for LV 6 characters (for Tailored encounters), or simply all encounters in the forest (for Status Quo encounters). Both use the CR/EL system. There is no assumption as to what level the PC's will be when encountering them. Again, the information from the dungeon encounter tables is repeated: "
first decide what
YOU WANT the average encounter level to be" (pg. 98). So if you're using Tailored encounters, you choose a level that is near the party's level. If you're using Status Quo encountes, you choose whatever EL the habitat *is*.
Let's jump up a few chapters:
Pg. 129 said:
A campaign first requires a world. A "world" is a consistent environment for a campaign. Geography and people are consistent in the world. Ravensburg is always on the same side of the river, and NPCs remember the player characters after the first meeting.
Consistency is key for a world, so for the forest to all of a sudden change inhabitants because the PC's have changed levels would be
inconsistent, and thus defy a believable world. The DMG specifically is cautioning DMs *against* basing encounters on character level here.
Later, in the discussion of world-building, under ecology:
PG. 136 said:
Once you have determined the lay of the land, you can develop what lives where. The Monster Manual gives a climate/terrain type for each kind of creature. With that information to work with, decide which creatures live where within each region of your world. If you have room on your map to note such information, do so. It will help you keep track of things later on, both when determining random encounters and when developing adventure plots.
NO talk about PC level. NO talk about "appropriate challenges" or "scaling." Simply talk about what you want to put where, and how you can reference it later when you need to. This clearly supports Status Quo design.
In all cases, the only determining factor for the EL of encounters is
what you want, and the EL of a given region shouldn't change just because your party does.
Now, my position is that the DMG assumes you use both types of encounters. I've shown how it assumes you use Status Quo encounters: it assumes that in making a world, you determine what lives where in advance of the PC's coming there, and tells you that you should maintain consistency.
It also advises that certain adventures (or aspects of adventures) should be Tailored.
On Pg. 45, the DMG speaks of "Encounters that make use of PC's abilities" as one example of "good structure." This encourages DMs to select encounters that the PCs are active in, and also to not waste the abilities the PCs have gained. If one character has Turn Undead, the campaign should not be free of Undead encounters. Similarly, in "Bad Structure," the DMG recommends against "Preempting the character's abilities" (i.e.: only throwing undead at the party, even though they have a rogue who feels useless against them). Both of these notes encourage a DM to pay attention to his party's abilities when designing new parts of his world, and supports the idea that world design should be inside-out as well as outside-in -- that if the PC's hear about hags in the swamp, they might meet hags in the swamp, but also that if the PC's have a cleric in the party, they might also meet undead in the swamp, and if they have rangers who favor orcs in the party, they might also meet orcs in the swamp.
As with most things, the DMG recommends you take the best of both worlds -- enough Tailor to make use of PC powers, enough Status Quo to achieve verisimilitude. It speaks both of Site-Based adventures that trigger based on PC's walking into the area, and Event-Based adventures, where the NPC's are active forces and the PC's are participants -- site-based in terms of location, event-based in terms of scenes.
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The CR system is not to be translated into "only encounter creatures of a CR equal to your level." In fact, an example of the CR system in use says: "Suppose you want to send ogres against a 6th level party." Ogres aren't CR 6!
RC said:
Moreover, it is clear in the DMG that the default is Tailored encounters. Any claim made about the system that doesn't recognize that is.....well, spurious at best.
Okay, your turn now.
Raven Crowking, show me where in the DMG it states that Tailored encounters are to be used as a default.
The DMG says that your weight of Tailored vs. Status Quo encounters will depend on your group's style, that Tailored adventures should still maintain consistency, that you should decide what creatures to put in your world before the PC's get there, and that the big fear in using Status Quo encounters is that PC's will think you're not and so will fight to the end when they really should run away, so it's a good idea to make sure it's expressly stated that the PC's will not be able to overcome their enemies unless they properly prepare.
Show me where it says that Tailored encounters are a default.