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<blockquote data-quote="Remathilis" data-source="post: 6319345" data-attributes="member: 7635"><p>Today, I started working on my next adventure for my Pathfinder group. They are exploring some sahuagin ruins (thanks to a wand of water-breathing). So I started the usual path I do whenever I make an adventure: select a map from my archives (hello Stormwrack map archive!), and begin to seed it with monsters. Then it hits me.</p><p></p><p>Ok, I need to create an opening encounter. Lets see: sahuagins are CR 2, so four of them is CR 6. They have NPC treasure, so I need to subtract that from the 3,000 gp treasure the encounter awards...</p><p></p><p>Lather, rinse, repeat for another eight encounter areas. That's not counting the sahuagin priestesses with cleric levels (and NPC gear), the sahuagin animated skeletons, and the aquatic vampire malenti barbarian who is the bbeg. All hand-made npcs. </p><p></p><p>I love Pathfinder (and by extension, have warm fuzzies for 3e than 4e never gave me) but as I work on this adventure (and it could be any dungeon, mystery, sandbox, or railroad) I find the work needed to keep things "balanced" is tiring. Overshoot and you end up with TPKs. Undershoot and its no challenge. Watch your treasure totals so the PCs don't have too much/little wealth for their level. The NPCs which require as much work as a typical PC (and rarely last more than a few rounds anyway). </p><p></p><p>What ever happened to fighting half-a-dozen sahuagin and finding a +1 trident and not worrying about all that stuff? Seeding plots by idea, not CR appropriate monster? </p><p></p><p>Thus, I sincerely hope that D&D 5e bring me back to an era where I don't need spreadsheets, a dozen charts, and a character generator to realize an idea. Sure, their still be some math in making an adventure, but if D&D can ease it back to the days when I opened up the MM and rolled # Appearing, followed by a roll on the treasure table rather than constantly eyballing CRs, treasure budgets, and other elements like that, I will be happy.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6319345, member: 7635"] Today, I started working on my next adventure for my Pathfinder group. They are exploring some sahuagin ruins (thanks to a wand of water-breathing). So I started the usual path I do whenever I make an adventure: select a map from my archives (hello Stormwrack map archive!), and begin to seed it with monsters. Then it hits me. Ok, I need to create an opening encounter. Lets see: sahuagins are CR 2, so four of them is CR 6. They have NPC treasure, so I need to subtract that from the 3,000 gp treasure the encounter awards... Lather, rinse, repeat for another eight encounter areas. That's not counting the sahuagin priestesses with cleric levels (and NPC gear), the sahuagin animated skeletons, and the aquatic vampire malenti barbarian who is the bbeg. All hand-made npcs. I love Pathfinder (and by extension, have warm fuzzies for 3e than 4e never gave me) but as I work on this adventure (and it could be any dungeon, mystery, sandbox, or railroad) I find the work needed to keep things "balanced" is tiring. Overshoot and you end up with TPKs. Undershoot and its no challenge. Watch your treasure totals so the PCs don't have too much/little wealth for their level. The NPCs which require as much work as a typical PC (and rarely last more than a few rounds anyway). What ever happened to fighting half-a-dozen sahuagin and finding a +1 trident and not worrying about all that stuff? Seeding plots by idea, not CR appropriate monster? Thus, I sincerely hope that D&D 5e bring me back to an era where I don't need spreadsheets, a dozen charts, and a character generator to realize an idea. Sure, their still be some math in making an adventure, but if D&D can ease it back to the days when I opened up the MM and rolled # Appearing, followed by a roll on the treasure table rather than constantly eyballing CRs, treasure budgets, and other elements like that, I will be happy. [/QUOTE]
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