EzekielRaiden
Follower of the Way
So, what do you think the ratio of encounters should be in a site-based adventure?
Assume, for the sake of simplicity, that every keyed area belongs to one of four categories:
1. Social - interact with NPCs, etc.
2. Combat - Kill stuff.
3. Exploration - find clues, solve puzzles, search for secret doors, disarm traps.
4. Empty (might have stuff in the room, but interacting with it will provide little information).
So, what should these ratios be?
Myself, I'm leaning on using something like this - 1 in 8 locations should be social, 3 in 8 combat (with only 1 or 2 of them being anything harder than an easy combat), 2 in 8 exploration, and 2 in 8 empty. That's sort of the ratio I've been using in rooms right now, but I'm curious to see how other GMs handle it.
(if it really matters for all you "it depends" types, the assume the dungeon has 24-32 keyed areas, or less than 50 at any rate. And I know many encounters can be solved multiple ways, but for ease of conversation, let's just assume a railroady "one solution only" situation).
Although I wouldn't necessarily want every area to be so "planned," a degree of planning is almost always welcome, so...
~10% are left "empty," because even "empty" spaces serve a variety of purposes (downtime, letting the players interact with each other, giving the characters space to breathe and plan, etc.)
The remaining 90% are roughly-equally split between the three pillars; if any bias exists, combat would slightly edge out the other two, but only in the long run. I enjoy social stuff a lot (partially because I play Paladins frequently), but there are other games with more interesting social stuff (even Dungeon World) so it seems better to slightly play to D&D's strengths.