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I tried the 4 player standard, what a mess...
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<blockquote data-quote="I'm A Banana" data-source="post: 3588968" data-attributes="member: 2067"><p>It would make sense if they used the guidelines for the adventure, since it does state in the DMG "how many encounters of a certain difficulty an adventure should have" according to that table. That's part of the place where the ground-up design meets the top-down design, though it in no way suggests that the world should be made with that table in mind. Rather that even when you're determining which creatures your party faces that night (which only happens when you're Tailoring enconters -- In the Status Quo, the PC's pretty much determine what creatures they face that night), you should have a variety of CR's. So even when you're Tailoring, there should be a variety of levels.</p><p></p><p>If the Forge of Fury was written specifically for characters of X level, it makes sense that they would use the Tailoring guidelines for determing the CR's the PC's would fight, since the level existed before the adventure did. The Adventure Paths might do the same thing: you know what level you need, so you're Tailoring most of the encounters. </p><p></p><p>At the same time, though, it could have happened the other way around: the Forge has creatures X, Y, Z, and this makes it an appropriate challenge for Level X characters. It was designed the other way around, but it could have come to the same conclusion either way.</p><p></p><p>But the Forge *did* follow these guidelines. The Roper was there by default. It just also reminded DMs that these were guidelines only: if your group doesn't like fleeing from combat, it's not going to have fun with any overwhelming encounters because that is pretty much the only good response to it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Telling DMs that they are free to leave something out if it doesn't suit their campaign is pretty much just re-stating the obvious. Of course DMs whose players refuse to back down should avoid running any overwhelming encounter. But that's a DM-specific consideration: the adventure still used the proper guidelines.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3588968, member: 2067"] It would make sense if they used the guidelines for the adventure, since it does state in the DMG "how many encounters of a certain difficulty an adventure should have" according to that table. That's part of the place where the ground-up design meets the top-down design, though it in no way suggests that the world should be made with that table in mind. Rather that even when you're determining which creatures your party faces that night (which only happens when you're Tailoring enconters -- In the Status Quo, the PC's pretty much determine what creatures they face that night), you should have a variety of CR's. So even when you're Tailoring, there should be a variety of levels. If the Forge of Fury was written specifically for characters of X level, it makes sense that they would use the Tailoring guidelines for determing the CR's the PC's would fight, since the level existed before the adventure did. The Adventure Paths might do the same thing: you know what level you need, so you're Tailoring most of the encounters. At the same time, though, it could have happened the other way around: the Forge has creatures X, Y, Z, and this makes it an appropriate challenge for Level X characters. It was designed the other way around, but it could have come to the same conclusion either way. But the Forge *did* follow these guidelines. The Roper was there by default. It just also reminded DMs that these were guidelines only: if your group doesn't like fleeing from combat, it's not going to have fun with any overwhelming encounters because that is pretty much the only good response to it. ;) Telling DMs that they are free to leave something out if it doesn't suit their campaign is pretty much just re-stating the obvious. Of course DMs whose players refuse to back down should avoid running any overwhelming encounter. But that's a DM-specific consideration: the adventure still used the proper guidelines. [/QUOTE]
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