Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Large Parties - How to Run Encounters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tormyr" data-source="post: 6395383" data-attributes="member: 6776887"><p>While I would agree that the encounter building guidelines are really useful for eyeballing how difficult the encounter should be, I disagree that you should always be shooting for medium encounters. Some should be easy; some should be hard; and some should be deadly. Variety is going to make things much more interesting for the players, and even an easy encounter with interesting special stuff like a trap or a confined space for a fireball can be a lot of fun. In the adventure path we are running, there are encounter level guidelines for each encounter. I use those to gauge how difficult the encounter should be.</p><p></p><p>As an example, The party was level 5. The cap for a moderate encounter for a 7-person 5th-level party is 3500XP. They were supposed to have an EL8 encounter (this is a 3.5 conversion). The cap for a moderate encounter for a 7-person 8th-level party is 6300XP. So this would potentially be a deadly encounter for the party. After that there was an EL4 encounter (1750XP) which was an easy encounter for the party.</p><p></p><p></p><p>Encounters are still quite fun. Combat still goes faster than 4e partially because everyone is not stuck fighting for combat advantage and adding up a bunch of numbers. But 7 players will take about twice as long as 4 players. Instead of 6 encounters in a session you might get 2. The desire to speed things up may help your players to think about ways of avoiding combat as well. The bottom line is, if the encounter is fun, the players will have fun. This generally means that you are mixing things up so that each encounter is not a repeat of the next. Each encounter (even random encounters) should fit into the story or ecology of the campaign or be a potential plot hook of its own.</p><p></p><p></p><p>We have a small whiteboard with dry erase magnets on it that we use to keep track of initiative. Each player has a magnet, and there are some blank magnets for writing names of monsters. I have one of the players at the other end of the table take the initiative at the beginning of an encounter. He writes down everyone's initiative on their magnet and rearranges the magnets in order. Everyone can then see when their turn is coming up.</p><p></p><p>Aside from that lots of the usual means of saving time apply. Roll damage with the attack roll. Have a cheat sheet for your spells so you don't have to look them up. Let the player who is "on deck" know they are up next.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6395383, member: 6776887"] While I would agree that the encounter building guidelines are really useful for eyeballing how difficult the encounter should be, I disagree that you should always be shooting for medium encounters. Some should be easy; some should be hard; and some should be deadly. Variety is going to make things much more interesting for the players, and even an easy encounter with interesting special stuff like a trap or a confined space for a fireball can be a lot of fun. In the adventure path we are running, there are encounter level guidelines for each encounter. I use those to gauge how difficult the encounter should be. As an example, The party was level 5. The cap for a moderate encounter for a 7-person 5th-level party is 3500XP. They were supposed to have an EL8 encounter (this is a 3.5 conversion). The cap for a moderate encounter for a 7-person 8th-level party is 6300XP. So this would potentially be a deadly encounter for the party. After that there was an EL4 encounter (1750XP) which was an easy encounter for the party. Encounters are still quite fun. Combat still goes faster than 4e partially because everyone is not stuck fighting for combat advantage and adding up a bunch of numbers. But 7 players will take about twice as long as 4 players. Instead of 6 encounters in a session you might get 2. The desire to speed things up may help your players to think about ways of avoiding combat as well. The bottom line is, if the encounter is fun, the players will have fun. This generally means that you are mixing things up so that each encounter is not a repeat of the next. Each encounter (even random encounters) should fit into the story or ecology of the campaign or be a potential plot hook of its own. We have a small whiteboard with dry erase magnets on it that we use to keep track of initiative. Each player has a magnet, and there are some blank magnets for writing names of monsters. I have one of the players at the other end of the table take the initiative at the beginning of an encounter. He writes down everyone's initiative on their magnet and rearranges the magnets in order. Everyone can then see when their turn is coming up. Aside from that lots of the usual means of saving time apply. Roll damage with the attack roll. Have a cheat sheet for your spells so you don't have to look them up. Let the player who is "on deck" know they are up next. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Large Parties - How to Run Encounters
Top