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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Suggestions for building 4e adventures
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<blockquote data-quote="Mathew_Freeman" data-source="post: 4183379" data-attributes="member: 1846"><p>If you want hard encounters then we can make each set of monsters tougher in our example. So the first two guards aren't minions. Maybe they're the elite guard, and the second and third waves are minions who come in to reinforce them. I'm not seeing your argument on this point, as this is an example that can be changed as you want.</p><p></p><p>And, as a DM, if you want the first guard to immediately run round and warn other people, that's fine. But most guards don't assume that the person coming towards them is just going to kill them instantly - they try and contain a problem first and then spread the alarm second.</p><p></p><p>If every guard raised the alarm the second they saw 4 people coming down a corridor towards them, every castle in the land would be in a more or less continuous state of alarm! I'm exaggerating, of course, but what does and doesn't make sense can vary hugely from table to table.</p><p></p><p>The point is, 4e adventure design encourages flowing, multiple-room, multiple-enemy encounters over large areas, rather than the traditional one-room, small-group encounters we've been used to.</p></blockquote><p></p>
[QUOTE="Mathew_Freeman, post: 4183379, member: 1846"] If you want hard encounters then we can make each set of monsters tougher in our example. So the first two guards aren't minions. Maybe they're the elite guard, and the second and third waves are minions who come in to reinforce them. I'm not seeing your argument on this point, as this is an example that can be changed as you want. And, as a DM, if you want the first guard to immediately run round and warn other people, that's fine. But most guards don't assume that the person coming towards them is just going to kill them instantly - they try and contain a problem first and then spread the alarm second. If every guard raised the alarm the second they saw 4 people coming down a corridor towards them, every castle in the land would be in a more or less continuous state of alarm! I'm exaggerating, of course, but what does and doesn't make sense can vary hugely from table to table. The point is, 4e adventure design encourages flowing, multiple-room, multiple-enemy encounters over large areas, rather than the traditional one-room, small-group encounters we've been used to. [/QUOTE]
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