Mustrum_Ridcully
Legend
This part I disagree with. It is not very different selecting 2 "level-appropriate" monsters or 2 CR-appropriate monsters. Especially with Minions, Regulars, Elites and Solo monsters you should be able to do this very quick. Possibly,y ou don't even look at the monster description, instead just flip to the guidelines and pick the appropriate numbers. (One designer/developer blog posts describes a major part of an adventure fighting spiders with web without having the actual precise monster stats prewritten, just using the internal design guidelines instead.)Lizard said:Just a side comment on how 4e is better for free form, low planning, DMs.
That's me. My 'adventures' are usually a bare handful of scrawled notes along the lines of "The PCs go to town. There's some kind of problem, like orcs. They do something about it. I think I want a gelatinous cube in there somewhere. The end." The one thing I *do* prep is characters, so I have a toolbox of things to pull out. I'm never sure how the PCs and the characters will interact or who will be popping up in a given adventure, so I make sure to have a lot of 'em. If I have an overarching plot for a campaign, I will have some BBEGs written up, and have all sorts of things happen which, unknown to the PCs at the time, are manifestations of said bad guy's powers, minions, influence, etc. Seemingly minor NPCs become major ones when the PCs take a liking to them, so I need to know what they can do beyond "hit people". Etc. (And having everyone be good at everything because every skill goes up with level is dull, dull, dull, dull. And did I mention that it's dull?)
4e seems very hostile to this playstyle. For one thing, everything is 'encounter' driven, and encounters need to be heavily set up in advance. I can't just grab 2 CR-appropriate monsters and toss them at the PCs, I need to decide how much XP an encounter "should" be worth,
then be sure to add in Interesting Terrain (TM),
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That's entirely optional. But if you happen to be in an interesting locale, some rules/guideliens how to take advantage of it is a lot easier then having to guesswork everything about it.
I think a point in the stat block saying "monster role/level" will give you a lot better pointer then searching for Weapon Focus (Axe) or Weapon Focus (Bow) in the feat section.I must determine when the encounter "begins" and "ends" (difficult when combat and talk intersperse regularly -- if you fight a monster, then stop and parely, then start fighting again, is that one encounter or three? What happens when another NPC walks into the action?), etc. It's not easy for me to distinguish Orc A from Orc B when they don't have skills or feats to swap out. Adding class levels is alleged to be possible, but we've seen nothing on how it will actually work.
I hope that the core rules will come with a nice explaination of how to adjucate what constitutes an encounter. But even then, I don't find your example particularly difficult.
Your example constitutes on encounter, people just switch from throwing darts and stabbing at each other to talking and then back again to the stabbing part. An NPC entering the fray doesn't change anything here.
Now, if the combattants flee, and find each other again in an entirely different situation, that would constitute two encounters.