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
*TTRPGs General
Megadungeon Sandbox and 4E
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="crash_beedo" data-source="post: 4660896" data-attributes="member: 18781"><p>Hey Ydars, what is this "other thread" you are talking about?</p><p></p><p>Anyway, let's try to address a specific example within the context of 4E.</p><p></p><p>Let's assume I have a map that allows the PC's free choice of entrance to the dungeon, and multiple ways to get down to the second level from the first. Furthermore, I have developed the levels to provide a series independent "delves" or "lairs" with sufficient empty space and room to wander so as to support credulity. Furthermore, the players can gather various rumors in town and choose to follow leads, or just head to the dungeon and explore.</p><p></p><p>Level 1 is therefore broken down into Lair 1-A, 1-B, 1-C, 1-D, 1-E; level 2 is broken down into 2-A, 2-B, 2-c, etc. You get the point. Let's say on level 1, the 5 lairs are The Bandit Hideout, the Kobold Dragon Worshippers, the Mutant Goblin Alchemists, Vermin, and The Hidden Tomb. Each one of these delves is designed to be 3-4 encounters; if you throw in quest XP and a skill challenge or two, the PC's should be in a position to level up after clearing 3 of the lairs. Likewise, the encounters would range from 'easy' to 'hard' in 4E terms, meaning they could be anywhere from the same level as the group up to 4 levels higher in XP/encounter design terms.</p><p></p><p>I would say, so far so good. The players can choose where to go, what to fight, when to go down to the second level, etc.</p><p></p><p>However, there are potential problems when you add the parcel system to the mix and when you consider the nature of 4E experience. With the parcel system, it's expected that you'd spread the level 1 parcels out amongst the first three lairs the players cleared, so they get the requisite wealth at the same time they leveled.</p><p></p><p>So far I've seen a few "solutions":</p><p></p><p>1. It's All Good</p><p>Ditch the parcel system and don't sweat the experience grinding; if the players attempt to be completists and clear the whole level (all 5 lairs), so what? Evenly spread out treasure (even if it's more than the 1st level parcels) and let them beat the snot out of whatever they want.</p><p></p><p>2. Scale Accordingly</p><p>Some have suggested, once the group levels up, the remaining lairs get adjusted slightly to be level 2 encounters (easy enough to do in 4E) and you start grabbing the level 2 parcels. Must... maintain... balance...</p><p></p><p>3. Remove XP Grinding Options</p><p>In this approach, the areas of the dungeon that the players ignored (and are now "easy") change due to other influences; rival NPC's clear them out; dangerous monsters from below come up and lay the smack; the PC's efforts on other parts of the lair have convinced them to leave; etc. The gentle XP curve in 4E makes it too fun and profitable to wail on weak monsters to keep this option around.</p><p></p><p>I'm sorely tempted to go with the # 1 option myself; I don't like the heavy-handed approach of # 3 (despite me championing it at times), and I certainly don't like option #2; I hate it when the the town guards are level 3 when the party is level 1, and suddenly they're level 6 when the party is level 3; the group should be able to make progress against other elements of the setting.</p><p></p><p>Oh, I did go back and read that 'fetishization of balance' article - it seems completely off the mark. The main point of the article seems to argue that you should balance the encounters against the current power level of the party, and not against an arbitray CR baseline. Yeah, that's option #2 above: if the party is suddenly more powerful, SURPRISE, everything starts scaling! Level 1 Kobold encounters become tougher all of a sudden! BLECH. <strong>That is the complete opposite of making an internally-consistent sandbox...</strong></p></blockquote><p></p>
[QUOTE="crash_beedo, post: 4660896, member: 18781"] Hey Ydars, what is this "other thread" you are talking about? Anyway, let's try to address a specific example within the context of 4E. Let's assume I have a map that allows the PC's free choice of entrance to the dungeon, and multiple ways to get down to the second level from the first. Furthermore, I have developed the levels to provide a series independent "delves" or "lairs" with sufficient empty space and room to wander so as to support credulity. Furthermore, the players can gather various rumors in town and choose to follow leads, or just head to the dungeon and explore. Level 1 is therefore broken down into Lair 1-A, 1-B, 1-C, 1-D, 1-E; level 2 is broken down into 2-A, 2-B, 2-c, etc. You get the point. Let's say on level 1, the 5 lairs are The Bandit Hideout, the Kobold Dragon Worshippers, the Mutant Goblin Alchemists, Vermin, and The Hidden Tomb. Each one of these delves is designed to be 3-4 encounters; if you throw in quest XP and a skill challenge or two, the PC's should be in a position to level up after clearing 3 of the lairs. Likewise, the encounters would range from 'easy' to 'hard' in 4E terms, meaning they could be anywhere from the same level as the group up to 4 levels higher in XP/encounter design terms. I would say, so far so good. The players can choose where to go, what to fight, when to go down to the second level, etc. However, there are potential problems when you add the parcel system to the mix and when you consider the nature of 4E experience. With the parcel system, it's expected that you'd spread the level 1 parcels out amongst the first three lairs the players cleared, so they get the requisite wealth at the same time they leveled. So far I've seen a few "solutions": 1. It's All Good Ditch the parcel system and don't sweat the experience grinding; if the players attempt to be completists and clear the whole level (all 5 lairs), so what? Evenly spread out treasure (even if it's more than the 1st level parcels) and let them beat the snot out of whatever they want. 2. Scale Accordingly Some have suggested, once the group levels up, the remaining lairs get adjusted slightly to be level 2 encounters (easy enough to do in 4E) and you start grabbing the level 2 parcels. Must... maintain... balance... 3. Remove XP Grinding Options In this approach, the areas of the dungeon that the players ignored (and are now "easy") change due to other influences; rival NPC's clear them out; dangerous monsters from below come up and lay the smack; the PC's efforts on other parts of the lair have convinced them to leave; etc. The gentle XP curve in 4E makes it too fun and profitable to wail on weak monsters to keep this option around. I'm sorely tempted to go with the # 1 option myself; I don't like the heavy-handed approach of # 3 (despite me championing it at times), and I certainly don't like option #2; I hate it when the the town guards are level 3 when the party is level 1, and suddenly they're level 6 when the party is level 3; the group should be able to make progress against other elements of the setting. Oh, I did go back and read that 'fetishization of balance' article - it seems completely off the mark. The main point of the article seems to argue that you should balance the encounters against the current power level of the party, and not against an arbitray CR baseline. Yeah, that's option #2 above: if the party is suddenly more powerful, SURPRISE, everything starts scaling! Level 1 Kobold encounters become tougher all of a sudden! BLECH. [B]That is the complete opposite of making an internally-consistent sandbox...[/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Megadungeon Sandbox and 4E
Top