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General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Some musing about 4E, the WLD and encounter design.
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<blockquote data-quote="LokiDR" data-source="post: 4404963" data-attributes="member: 6239"><p>I'm a simulationist and I like it.</p><p></p><p>My problem is in application. A 2000xp group sounds like a good measure, except it doesn't tell me how much that group can use at once. A tribe of kobolds would be better off getting templates/levels to have a single group of the most powerful they could have for the best chance to succeed. One encounter of level 10 is not the same as 10 encounters of level 1. I really don't want to stat every encounter for a 50,000 xp organization.</p><p></p><p>How about adding a scale to the organization for how much space it covers. In KotS, the kobolds of the beginning would be about 3125, but a scale of 5. An average encounter would be more than about 675 xp because the group is spread out. A local despot who rules his city with an iron fist? 50,000 scale 5, average encounter of about 10,000: major enforcers to keep the people in line. A valley of losely-associated farm towns, 50,000 scale 10, average encounter 5,000. The despot could take over the valley but his power would be so diluted he couldn't face the uprising. With Warmduscher ideas of description of tactics, you could determine how much the group would risk: send weak scouts - low risk, you are looking to survive; send high powered hit squads - high risk, your hold is tenuous.</p><p></p><p>One advantage of this scale is that it would let you determine how long it would take to wipe out. Scale 10 means around 10 encounters to kill them all, that's a long dungeon. This would also explain how a small point of light could survive against broad sea of evil: the light is just more concentrated. A small force can keep a much larger force at bay in a small space. A large scale organization covers lots of space and gives you a guide of how much they can control. Maybe scale 50 is the government of a large city: there are a lot of civil servants all over. Killing a few defenders doesn't destroy the organization, you have to find another way or do a lot of grinding.</p><p></p><p>The other advantage of the scale is tells you what kind of characters can face the group. A 5,000xp group, scale 10 make level 1 encounters. This might be a sprawling sewer filled with rats and other minor threats. If you force the threats into a smaller space, the group gets nastier as only the strong survive. It also makes it easy to determine the total organization: XP for average encounter times number of fights to wipe out. They make friends instead of fighting? You know how much their new friends can help in terms of real numbers.</p><p></p><p>Bottom line: 4e is heavily focused on encounters, so any concept of world design with numbers must have some conversion to encounters.</p></blockquote><p></p>
[QUOTE="LokiDR, post: 4404963, member: 6239"] I'm a simulationist and I like it. My problem is in application. A 2000xp group sounds like a good measure, except it doesn't tell me how much that group can use at once. A tribe of kobolds would be better off getting templates/levels to have a single group of the most powerful they could have for the best chance to succeed. One encounter of level 10 is not the same as 10 encounters of level 1. I really don't want to stat every encounter for a 50,000 xp organization. How about adding a scale to the organization for how much space it covers. In KotS, the kobolds of the beginning would be about 3125, but a scale of 5. An average encounter would be more than about 675 xp because the group is spread out. A local despot who rules his city with an iron fist? 50,000 scale 5, average encounter of about 10,000: major enforcers to keep the people in line. A valley of losely-associated farm towns, 50,000 scale 10, average encounter 5,000. The despot could take over the valley but his power would be so diluted he couldn't face the uprising. With Warmduscher ideas of description of tactics, you could determine how much the group would risk: send weak scouts - low risk, you are looking to survive; send high powered hit squads - high risk, your hold is tenuous. One advantage of this scale is that it would let you determine how long it would take to wipe out. Scale 10 means around 10 encounters to kill them all, that's a long dungeon. This would also explain how a small point of light could survive against broad sea of evil: the light is just more concentrated. A small force can keep a much larger force at bay in a small space. A large scale organization covers lots of space and gives you a guide of how much they can control. Maybe scale 50 is the government of a large city: there are a lot of civil servants all over. Killing a few defenders doesn't destroy the organization, you have to find another way or do a lot of grinding. The other advantage of the scale is tells you what kind of characters can face the group. A 5,000xp group, scale 10 make level 1 encounters. This might be a sprawling sewer filled with rats and other minor threats. If you force the threats into a smaller space, the group gets nastier as only the strong survive. It also makes it easy to determine the total organization: XP for average encounter times number of fights to wipe out. They make friends instead of fighting? You know how much their new friends can help in terms of real numbers. Bottom line: 4e is heavily focused on encounters, so any concept of world design with numbers must have some conversion to encounters. [/QUOTE]
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Some musing about 4E, the WLD and encounter design.
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