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Old player gets new insight into D&D from ToEE PC Game
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<blockquote data-quote="DMScott" data-source="post: 1225008" data-attributes="member: 11734"><p>I've started using reverse-engineering when I'm setting up an adventure - I work out how much a group should be able to face before resting, convert that to a series of CRs, and design encounters accordingly. Then I usually include some kind of reason why a given group of encounters are related to one another and why a group would be able to rest in between.</p><p></p><p>For example: say a first level group is invading a Kobold-invested tunnel complex. I might set up the main entry area to total about EL 3 worth of critters if the group fought them all at once, made up of kobolds, guard critters, etc. There might be another section totalling perhaps EL 4 with the lair's religious leader (adept or sorcerer or whatever) and apprentices. Another section about the same total power with the leader and his bodyguards. And so on depending on how big I want to make the tunnel complex.</p><p></p><p>Then I'd design it so each group of encounters is logically separated - the main gate area only connects to the rest of the tunnels via a couple of trap-infested rooms to encourage the gate guards to fight (otherwise, being kobolds, they'd probably withdraw). The shaman and the leader are rivals so they're unlikely to reinforce one another. Etc. This means that a group has a decent chance of hitting an area, overcoming some encounters until they're low on resources, and then withdrawing before the rest of the lair can get their act together and smush the group. It's a little artificial to set it up this way, but done right it plays out well - helps the players feel like they really are taking on a nest of squabbling, backbiting kobolds. In the end, I'm looking for a fun game more than a painstakingly accurate simulation, and tailoring the ELs and CRs to the group helps a lot.</p><p></p><p>At higher levels, this sort of compartmentalization becomes less important, because a group will probably have escape magic available to them. A group that can teleport in, hit a target, then teleport out doesn't need to be protected from overwhelming reinforcements.</p></blockquote><p></p>
[QUOTE="DMScott, post: 1225008, member: 11734"] I've started using reverse-engineering when I'm setting up an adventure - I work out how much a group should be able to face before resting, convert that to a series of CRs, and design encounters accordingly. Then I usually include some kind of reason why a given group of encounters are related to one another and why a group would be able to rest in between. For example: say a first level group is invading a Kobold-invested tunnel complex. I might set up the main entry area to total about EL 3 worth of critters if the group fought them all at once, made up of kobolds, guard critters, etc. There might be another section totalling perhaps EL 4 with the lair's religious leader (adept or sorcerer or whatever) and apprentices. Another section about the same total power with the leader and his bodyguards. And so on depending on how big I want to make the tunnel complex. Then I'd design it so each group of encounters is logically separated - the main gate area only connects to the rest of the tunnels via a couple of trap-infested rooms to encourage the gate guards to fight (otherwise, being kobolds, they'd probably withdraw). The shaman and the leader are rivals so they're unlikely to reinforce one another. Etc. This means that a group has a decent chance of hitting an area, overcoming some encounters until they're low on resources, and then withdrawing before the rest of the lair can get their act together and smush the group. It's a little artificial to set it up this way, but done right it plays out well - helps the players feel like they really are taking on a nest of squabbling, backbiting kobolds. In the end, I'm looking for a fun game more than a painstakingly accurate simulation, and tailoring the ELs and CRs to the group helps a lot. At higher levels, this sort of compartmentalization becomes less important, because a group will probably have escape magic available to them. A group that can teleport in, hit a target, then teleport out doesn't need to be protected from overwhelming reinforcements. [/QUOTE]
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