Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
The Pace of the Game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="mkletch" data-source="post: 118641" data-attributes="member: 3396"><p>It really depends what kinds of encounters you have. Typically, I use Listen very heavily, and if the cound of combat reaches interested ears, one "encounter" can include the beasties and NPCs from 3-8 individually keyed encounters. Wandering monsters, patrols and lookouts are a beautiful thing.</p><p></p><p>Look at it from a 'realistic' POV. Having the monsters stay at their posts waiting for the adventurers to kill them is a bit silly. I love Diablo II Ex, but that is not how I want my adventures to play out (discrete packets of monsters waiting to be slain and drop their treasure).</p><p></p><p>A typical 'night' for us is one or two minor encounters, followed by The One that keeps growing and growing. Example: The party is camped 40 paces from a breach in the wall of a ruined caste. They had gotten the can of whoop-arse opened all over them by a evil ranger/rogue/shadowdancer that nobody could Spot or Listen, and were more concerned with being out of the forest than being near the ruins. Camping for the night, an Orc patrol of 8 heavy crossbow and a ballista are riding in a howdah on an armorerd Huge dire rhinoceros. They get just inside darkvision range, and the cleric rolls a -1 modified on her Hide check (everybody else beat the 7 Spot for the Orcs). Well, there goes the neighborhood. Two squads of nine orc heavy crossbow on towers, plus the 8 and ballista in the DR - you're just bound to roll <strong>some</strong> 20's. Reinforcements from within the ruins arrive about 17 rounds later. You see where this is going (flanking is beautiful). Eventually, the original encounter (DR + few orcs) is beaten and the party flees the pursuing hordes (using Invisibility Sphere to limp into the woods and avoid capture). It was a fun night, pulling in elements from 5 encounters, although only one was 'defeated'.</p><p></p><p>Pacing is really determined by the style of the campaign, the experience of the players and DM, the preparation of the DM and just plain luck. If the players making decisions is holding things up, give each player six seconds (one round) to decide what he or she is doing (rule lookups and such do not count against this time). In the past, I've seen this work very well.</p><p></p><p>-Fletch!</p></blockquote><p></p>
[QUOTE="mkletch, post: 118641, member: 3396"] It really depends what kinds of encounters you have. Typically, I use Listen very heavily, and if the cound of combat reaches interested ears, one "encounter" can include the beasties and NPCs from 3-8 individually keyed encounters. Wandering monsters, patrols and lookouts are a beautiful thing. Look at it from a 'realistic' POV. Having the monsters stay at their posts waiting for the adventurers to kill them is a bit silly. I love Diablo II Ex, but that is not how I want my adventures to play out (discrete packets of monsters waiting to be slain and drop their treasure). A typical 'night' for us is one or two minor encounters, followed by The One that keeps growing and growing. Example: The party is camped 40 paces from a breach in the wall of a ruined caste. They had gotten the can of whoop-arse opened all over them by a evil ranger/rogue/shadowdancer that nobody could Spot or Listen, and were more concerned with being out of the forest than being near the ruins. Camping for the night, an Orc patrol of 8 heavy crossbow and a ballista are riding in a howdah on an armorerd Huge dire rhinoceros. They get just inside darkvision range, and the cleric rolls a -1 modified on her Hide check (everybody else beat the 7 Spot for the Orcs). Well, there goes the neighborhood. Two squads of nine orc heavy crossbow on towers, plus the 8 and ballista in the DR - you're just bound to roll [b]some[/b] 20's. Reinforcements from within the ruins arrive about 17 rounds later. You see where this is going (flanking is beautiful). Eventually, the original encounter (DR + few orcs) is beaten and the party flees the pursuing hordes (using Invisibility Sphere to limp into the woods and avoid capture). It was a fun night, pulling in elements from 5 encounters, although only one was 'defeated'. Pacing is really determined by the style of the campaign, the experience of the players and DM, the preparation of the DM and just plain luck. If the players making decisions is holding things up, give each player six seconds (one round) to decide what he or she is doing (rule lookups and such do not count against this time). In the past, I've seen this work very well. -Fletch! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Pace of the Game
Top