Opinions on a D20 format for events/encounters? (REVISION 2)

mroberon1972

First Post
Could some of you give some critical feedback on this encounter format?

It's for a set of modules I'm designing.

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Orcish raiders (Event)
Regardless of the place or situation, when this event occurs and orcish raid takes place. A number of orcs will attack, not only fighting the party, but also any other NPCs nearby. Those PCs watching for trouble should get a listen or spot check. If successful, the character notices 1d4 rounds before the orcs attack. Also, on a roll of 15 or better on a d20 roll means that a random NPC notices something amiss. This only gives a single round of warning, though.

The orcs charge to the attack, using their size and strength to destroy anything and anyone that gets in their way. They don’t hold ranks or attempt to organize the attack, but instead break away and attack whatever catches their eye.

Primary Challenge:
For every two 1st level characters, there will be one orcish warrior. This encounter should not be scaled beyond this. This will allow 1st level characters to find it a frightening challenge, and will allow 3rd level characters to act in a more heroic fashion. For PCs beyond 3rd level, add levels of barbarian to the orcs in order to make them more formidable.
Encounter Level: The EL equals the number of orcs attacking the party. See the index for information on how XP is offered in this

A group of orcs dash toward you, their weapons already glistening with blood. With a roar loud enough to make you wince in pain, the orcs rush in to the attack.

Secondary Challenge:
If other NPCs are nearby, then they are also assaulted by orcs. These orcs do not need to be stated, and can be defeated with a single spell or attack by any PC. The AC of these orcs should be considered to be 5, and they automatically fail any saving throws. The characters gain no xp for defeating these orcs. Instead, they gain xp for every time they ‘save’ an NPC. For every attack the party expends on an NPC’s attacker while they still have combatants of their own, they gain 10 xp multiplied by their PC level each. After all of the primary orcs are killed, the individual PC only gains 10 xp per NPC saved.

All around you, you hear both humans and orcs fighting for their lives. A woman runs by, carrying a swaddled child to her chest. An orc follows closely with his axe held high, totally focused on his soon-to-be victim.

A human warrior, attempting to fight for his life, holds off two orcs with his blade. With a guttural laugh, they move in.

Ending the event:
Regardless of how well the party fights, some orcs will run back into the wilderness and escape. These orcs will advise the next party of raiders of the PC’s abilities. Those with tracking skills may try to track the retreating orcs, but will only be rewarded with another orcish raiders event.
A number of non-name NPCs should have died in the attack, but reduce the number according to how hard the party fought to deal with the secondary challenge. Healers should get the chance to help a number of people after the battle, and should gain role-playing xp for doing so. A reward of 10 xp per PC level for each NPC they ‘save’ by expending spells should be offered, since this action is a sacrifice of party resources. The use of skills to help NPCs only offers half that, giving 5 xp per PC level.
The death of a minor NPC that the party has gotten to know can be a good opportunity to build character, and should not be ignored. On the other hand, it should not be overused either.

Rewards:
- Any NPCs ‘saved’ by the PCs will become one level friendlier to the party. Unfriendly becomes neutral, and neutral becomes friendly. Friendly do not improve further, but have the possibility to become true friends with the characters based on further role-playing.
- The orcs will have their poor quality weapons, mostly consisting of rough axes. They will also have various charms and totem items with no real value. PC’s wearing such items in a visible manner will cause orcish warriors attacking them to have a –1 penalty to attack rolls against them. This is due to the orcs thinking such items make them invincible in combat, due to the magic of the shamans. The orcs believe this, even when confronted with proof in the forms of their dead brothers. This does not affect the shamans or orcish leaders, as they know better.

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Consider this a rough example, but pound on anything you like...
 
Last edited:

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As you said it was a rough draft, so make sure to proofread. And = an, in regard to the "when this event occurs and orcish raid takes place".

Also, the use of the word stated. Now, I know you mean, stats, as in statistics. But I'm not sure 'stated' works in any other form besides 'declared'. This could just be a game writing style issue I have yet to figure out myself.

Next, "the orcs rush in to the attack". My mind expected "the orcs rush in to attack". The orcs are initiating the attack, so is the word "the" needed? I'm not an editor, so I do not know which is correct or better.

Now on to actual mechanical issues. The orcs who attack NPC's, with the 5 AC, could cause problems. First, are they going to bog the game down? Is the DM going to actually roll for each of these unimportant orcs and NPC's or is he going to decide what happens on the fly? But I think that is a minor issue. What might be a problem is when the PC's attack these AC 5 orcs and then notice the vast difference in AC between them and the big bruiser who barrelled down on them earlier.

Hope that helps. :)
 

Wycen said:
As you said it was a rough draft, so make sure to proofread. And = an, in regard to the "when this event occurs and orcish raid takes place".

Also, the use of the word stated. Now, I know you mean, stats, as in statistics. But I'm not sure 'stated' works in any other form besides 'declared'. This could just be a game writing style issue I have yet to figure out myself.

Next, "the orcs rush in to the attack". My mind expected "the orcs rush in to attack". The orcs are initiating the attack, so is the word "the" needed? I'm not an editor, so I do not know which is correct or better.

Now on to actual mechanical issues. The orcs who attack NPC's, with the 5 AC, could cause problems. First, are they going to bog the game down? Is the DM going to actually roll for each of these unimportant orcs and NPC's or is he going to decide what happens on the fly? But I think that is a minor issue. What might be a problem is when the PC's attack these AC 5 orcs and then notice the vast difference in AC between them and the big bruiser who barrelled down on them earlier.

Hope that helps. :)


Thanks!

Could you comment on the overall encounter format?
 

Some comments on the encounter format:

I like:
1. Splitting it up into primary and secondary challenges.
2. Automatic scaling of the encounter by number and level of PCs.
3. Possible "collateral damage" to NPCs.
4. Better reactions from NPCs as a "reward" for PCs.

Suggested improvements:
1. List the DC for the Spot or Listen check in the text, perhaps a description of what the PC hears or sees.
2. As a convention, chance events that the PC cannot affect, such as the chance that an NPC will notice the orcs, are listed as a flat percentage chance instead of a d20 roll.
3. It is not clear to me whether the first boxed text is a description or a note on the orcs' tactics. If the latter, perhaps it could be highlighted in a separate section.
4. Provide more details on how the encounter scales for 2nd and higher level characters.
5. If the list of secondary encounters is not meant to be exhaustive, you should state that or provide more examples and alternatives.

You might also want to look at the new encounter format used in Dungeon Magazine's Adventure Path series (the later ones, at least) to get further ideas on how to improve your format.

Hope my comments have not been too critical.
 

Use "orcs" or "orc", not "orcish".
Start the first sentence with "Orc raiders" and then summarize the situation. For example, "Orc raiders, bent on killing and looting, enter the area the PC's currently occupy." And then go into encounter distance, what happens with successful listen and spot checks, etc... Provide specific information on encounter distance (when outdoors this, when indoors that).

I'm assuming the boxed text is to be read aloud. When you write those, keep the voice active (which you do), but remember this is what the PC's hear, see, and smell. Avoid what the PC's feel, unless there is a good reason for it, and stating what the encounter doesn't do.

For the next section, if I'm understanding correctly, I'd state the information a little more clearly. Example, "For every two characters 3rd level or lower, there will be two orc warriors. If the characters are beyond third level..." And then go on to describe how the orcs will behave. In fact, you might want to provide the # of appearing info in the first paragraph, and then specific info about the orcs here.

For the Secondary Challenge, I wouldn't use the "balloon orc" idea. I'd state that if there are NPC's in the area, there will be (additional number of) orcs who attack the NPC's. And I'd put that info in the same place as the other number of appearing statement.

As far as formatting, I've always liked the idea of using headers in adventures. In d20, there is SO much info the GM needs, and in many published modules the information can be difficult to find. The first header works, and so do the last two. I'd change the "Primary" and "Secondary" headers to something more specific to the info under them. Maybe "The Orcs" for primary and "The NPC's" for secondary? Just a suggestion.

Hope this helps. BTW, asking for critical feedback is always good, so long as you don't take it to heart (get discouraged). I've gotten frustrated at times when I've asked people for critical feedback, especially someone I know and trust, and they don't get critical. What, they'd sooner see me go out in public and make a fool out of myself rather than risk hurting my feelings? slap, slap, slap.

mroberon1972 said:
Could some of you give some critical feedback on this encounter format?

It's for a set of modules I'm designing.

----------------------------------------------------------------------

Orcish raiders (Event)
Regardless of the place or situation, when this event occurs and orcish raid takes place. A number of orcs will attack, not only fighting the party, but also any other NPCs nearby. Those PCs watching for trouble should get a listen or spot check. If successful, the character notices 1d4 rounds before the orcs attack. Also, on a roll of 15 or better on a d20 roll means that a random NPC notices something amiss. This only gives a single round of warning, though.



Primary Challenge:
For every two 1st level characters, there will be one orcish warrior. This encounter should not be scaled beyond this. This will allow 1st level characters to find it a frightening challenge, and will allow 3rd level characters to act in a more heroic fashion. For PCs beyond 3rd level, add levels of barbarian to the orcs in order to make them more formidable.
Encounter Level: The EL equals the number of orcs attacking the party. See the index for information on how XP is offered in this



Secondary Challenge:
If other NPCs are nearby, then they are also assaulted by orcs. These orcs do not need to be stated, and can be defeated with a single spell or attack by any PC. The AC of these orcs should be considered to be 5, and they automatically fail any saving throws. The characters gain no xp for defeating these orcs. Instead, they gain xp for every time they ‘save’ an NPC. For every attack the party expends on an NPC’s attacker while they still have combatants of their own, they gain 10 xp multiplied by their PC level each. After all of the primary orcs are killed, the individual PC only gains 10 xp per NPC saved.





Ending the event:
Regardless of how well the party fights, some orcs will run back into the wilderness and escape. These orcs will advise the next party of raiders of the PC’s abilities. Those with tracking skills may try to track the retreating orcs, but will only be rewarded with another orcish raiders event.
A number of non-name NPCs should have died in the attack, but reduce the number according to how hard the party fought to deal with the secondary challenge. Healers should get the chance to help a number of people after the battle, and should gain role-playing xp for doing so. A reward of 10 xp per PC level for each NPC they ‘save’ by expending spells should be offered, since this action is a sacrifice of party resources. The use of skills to help NPCs only offers half that, giving 5 xp per PC level.
The death of a minor NPC that the party has gotten to know can be a good opportunity to build character, and should not be ignored. On the other hand, it should not be overused either.

Rewards:
- Any NPCs ‘saved’ by the PCs will become one level friendlier to the party. Unfriendly becomes neutral, and neutral becomes friendly. Friendly do not improve further, but have the possibility to become true friends with the characters based on further role-playing.
- The orcs will have their poor quality weapons, mostly consisting of rough axes. They will also have various charms and totem items with no real value. PC’s wearing such items in a visible manner will cause orcish warriors attacking them to have a –1 penalty to attack rolls against them. This is due to the orcs thinking such items make them invincible in combat, due to the magic of the shamans. The orcs believe this, even when confronted with proof in the forms of their dead brothers. This does not affect the shamans or orcish leaders, as they know better.

--------------------------------------------------------------------------

Consider this a rough example, but pound on anything you like...
 

As to the format, I'd guess you'll use the 2 column style, which will make that look "better", I think.

I think I would try to make the Challenge Headers, as the above poster mentioned, more descriptive. But maybe it will work better in layout with double columns. The Reward and Event headers are fine I think.

And I would include Spot and other DC's somewhere, so they DM can get that off his mind quickly.
 

Hmnnn... Must be my breath...

Thanks for the comments!. Here is the updated version:

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Orcish raiders (Event)
Regardless of the place or situation, when this event occurs an orc raid takes place. A number of orcs will attack, not only fighting the party, but also any other NPCs nearby. Those PCs watching for trouble should get a listen (DC 15) or spot (DC 15) check. If successful, the character notices 1d4 rounds before the orcs attack. Also, NPCs have a 25% chance of noticing something amiss. This only gives a single round of warning, though.
The orcs charge to the attack, using their size and strength to destroy anything and anyone that gets in their way. They don’t hold ranks or attempt to organize the attack, but instead break away and attack whatever catches their eye.

Primary Challenge (Defeat the Orcs):
- Encounter Level 2: A single blackblood orc attacks the party, challenging the worst threat he can see.
[STAT BLOCK]
- Encounter Level 4: A pair of blackblood orcs attack the PCs. They do not coordinate attacks in any way beyond staying out of each other’s way.
[STAT BLOCK]
- Encounter Level 7: A pair of orcs attack, they are barbarians and use their rage ability before going into battle.
[STAT BLOCK]

A group of orcs dash toward you, their weapons already glistening with blood. With a roar loud enough to make you wince in pain, the orcs rush in to the attack.

Secondary Challenge (Save the NPCs):
If other NPCs are nearby, then they are also assaulted by orcs. These orcs do not need to be stated, and can be defeated with a single spell or attack by any PC. The AC of these orcs should be considered to be 5, and they automatically fail any saving throws. The characters gain no xp for defeating these orcs. Instead, they gain xp for every time they ‘save’ an NPC. For every attack the party expends on an NPC’s attacker while they still have combatants of their own, they gain 10 xp multiplied by their PC level each. After all of the primary orcs are killed, the individual PC only gains 10 xp per NPC saved.

All around you, you hear both humans and orcs fighting for their lives. A woman runs by, carrying a swaddled child to her chest. An orc follows closely with his axe held high, totally focused on his soon-to-be victim.

A human warrior, attempting to fight for his life, holds off two orcs with his blade. With a guttural laugh, they move in.

Ending the event:
Regardless of how well the party fights, some orcs will run back into the wilderness and escape. These orcs will advise the next party of raiders of the PC’s abilities. Those with tracking skills may try to track the retreating orcs, but will only be rewarded with another orcish raiders event.
A number of secondary NPCs should have died in the attack, but reduce the number according to how hard the party fought to deal with the secondary challenge. Healers should get the chance to help save a few after the battle, and should gain role-playing xp for doing so. A reward of 10 xp per PC level for each NPC the healer ‘saves’ by expending spells should be offered, since this action is a sacrifice of party resources. The use of skills to help NPCs only offers half that, giving 5 xp per PC level.
The death of a minor NPC that the party has gotten to know can be a perfect opportunity to build character, and should not be ignored. On the other hand, it should not be overused either.

Rewards:
- Any NPCs ‘saved’ by the PCs will become one level friendlier to the party. Unfriendly becomes neutral, and neutral becomes friendly. Friendly do not improve further, but have the possibility to become true friends with the characters based on further role-playing.
- The orcs will have their poor quality weapons, mostly consisting of rough axes. They will also have various charms and totem items with no real value. Orcish warriors attacking anyone who wears one will have a –1 penalty to their attack and damage rolls. The orcs think such items make them invincible in combat, due to the magic of the shamans. The orcs will believe this, even when confronted with proof in the form of their dead brothers. This does not affect the shamans or orcish leaders, as they know better.

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