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General Tabletop Discussion
*Pathfinder & Starfinder
[Playtest 2] "Encounter" Building
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<blockquote data-quote="jrowland" data-source="post: 5992693" data-attributes="member: 94389"><p>With 4E I have instituted my own "adventure building" framework. It is very contrived, but it works...for me anyway. I call it the "rule of three":</p><p></p><p>I assume 1 adventure has 3 chapters</p><p>each chapter has 3 "delves"</p><p>each delve has 3 encounters</p><p>for a total of 27 encounters.</p><p></p><p>Of those 27 encounters </p><p>1/3 will be "Heavy" Combat</p><p>1/3 will be skills (including RPing, actual skills, puzzles, exploration, etc)</p><p>1/3 will be "Mixed" (either skills + combat, or 2 easy combat/skill encounters, or avoidable combat/skills encounters)</p><p></p><p>I don't auto assign where and how these are to be encountered, but If I did, it might look like this for a 5th level "chapter":</p><p></p><p>Delve 1</p><p>3rd level combat</p><p>4th level avoidable combat</p><p>5th level skill</p><p></p><p>Delve 2 </p><p>4th Level easy combat</p><p>5th level skill</p><p>6th level combat</p><p>4th level easy skill</p><p></p><p>Delve 3</p><p>5th level avoidable skill</p><p>6th level easy combat</p><p>6th level easy skill</p><p>7th level combat</p><p></p><p>level up, start next chapter</p><p></p><p>Delve 4 </p><p>4th level skill</p><p>5th level avoidable combat</p><p>6th level combat</p><p></p><p>etc. etc. *notice the level of the encounters start easy and get progressively higher level, then reset after a level gain. It looks contrived on paper, but players rarely notice. I prefer "delves" for each sandbox location as well, so players might hit a delve 3 in the low level zone then go to the lower level delve 4 in a higher level zone, and not feel that each zone is too tightly focused in encounters)</p><p></p><p>In practice, I usually start with the BBEG/tough encounters and work backwards, so I can tie things together thematically and dropping in foreshadow elements.</p><p></p><p>YMMV</p><p></p><p>But I think you could do the same here with the playtest. Start with the adventure, figure out a few "scenes" or locations (ie delves), and populate them with combats, RP, skill tests, exploration, etc.</p><p></p><p>P.S. - "avoidable" encounters in my game either provide little or no rewards (they are easy to avoid but drain resources should you engage) or they provide a boon (healing, helpful magic, etc) but are harder to FIND or are out of the way.</p></blockquote><p></p>
[QUOTE="jrowland, post: 5992693, member: 94389"] With 4E I have instituted my own "adventure building" framework. It is very contrived, but it works...for me anyway. I call it the "rule of three": I assume 1 adventure has 3 chapters each chapter has 3 "delves" each delve has 3 encounters for a total of 27 encounters. Of those 27 encounters 1/3 will be "Heavy" Combat 1/3 will be skills (including RPing, actual skills, puzzles, exploration, etc) 1/3 will be "Mixed" (either skills + combat, or 2 easy combat/skill encounters, or avoidable combat/skills encounters) I don't auto assign where and how these are to be encountered, but If I did, it might look like this for a 5th level "chapter": Delve 1 3rd level combat 4th level avoidable combat 5th level skill Delve 2 4th Level easy combat 5th level skill 6th level combat 4th level easy skill Delve 3 5th level avoidable skill 6th level easy combat 6th level easy skill 7th level combat level up, start next chapter Delve 4 4th level skill 5th level avoidable combat 6th level combat etc. etc. *notice the level of the encounters start easy and get progressively higher level, then reset after a level gain. It looks contrived on paper, but players rarely notice. I prefer "delves" for each sandbox location as well, so players might hit a delve 3 in the low level zone then go to the lower level delve 4 in a higher level zone, and not feel that each zone is too tightly focused in encounters) In practice, I usually start with the BBEG/tough encounters and work backwards, so I can tie things together thematically and dropping in foreshadow elements. YMMV But I think you could do the same here with the playtest. Start with the adventure, figure out a few "scenes" or locations (ie delves), and populate them with combats, RP, skill tests, exploration, etc. P.S. - "avoidable" encounters in my game either provide little or no rewards (they are easy to avoid but drain resources should you engage) or they provide a boon (healing, helpful magic, etc) but are harder to FIND or are out of the way. [/QUOTE]
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