Wik
First Post
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).
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).