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General Tabletop Discussion
*Dungeons & Dragons
Musing on Levels and Campaign Pacing.
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<blockquote data-quote="marcelvdpol" data-source="post: 6943712" data-attributes="member: 6837387"><p>The level 1 to 4 part will go quite quickly. This is good because at that level the party are at the Local Hero level; they can solve local issues with goblins, kobolts, missing npc, small groups of bandits etc. Expect about 3 or so encounters of "hard" difficulty per level; this is enough to get some small story line come to a close and establish the characters as the "Go to" adventuring problem solvers in the local town. A reasonably small dungeon can easily be inserted here (average difficulty for skill rolls: 10-12). </p><p></p><p>Levels 5 - 10 will take longer; note that many classes get a huge jump in combat effectiveness (martial classes will get Extra Attack while spellcasters will gain access to level 3 spells which are a lot more powerfull compared to level 2 spells). It will take more effort to build challenging encounters at this level as the party will have a wider range of features and abilities available. Building a challenging "hard" encounter will require targeting the party where they have weaknesses; Simply throwing more monsters at the party in a single encounter will probably not cut it.</p><p></p><p>Level 11-16 i personally have no experience with. At this level, characters could have multiple ability scores of 20 or multiple feats that create good combos with class features. I have never played at this level nor had to dm at this level.</p></blockquote><p></p>
[QUOTE="marcelvdpol, post: 6943712, member: 6837387"] The level 1 to 4 part will go quite quickly. This is good because at that level the party are at the Local Hero level; they can solve local issues with goblins, kobolts, missing npc, small groups of bandits etc. Expect about 3 or so encounters of "hard" difficulty per level; this is enough to get some small story line come to a close and establish the characters as the "Go to" adventuring problem solvers in the local town. A reasonably small dungeon can easily be inserted here (average difficulty for skill rolls: 10-12). Levels 5 - 10 will take longer; note that many classes get a huge jump in combat effectiveness (martial classes will get Extra Attack while spellcasters will gain access to level 3 spells which are a lot more powerfull compared to level 2 spells). It will take more effort to build challenging encounters at this level as the party will have a wider range of features and abilities available. Building a challenging "hard" encounter will require targeting the party where they have weaknesses; Simply throwing more monsters at the party in a single encounter will probably not cut it. Level 11-16 i personally have no experience with. At this level, characters could have multiple ability scores of 20 or multiple feats that create good combos with class features. I have never played at this level nor had to dm at this level. [/QUOTE]
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