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Unearthed Arcana Presents Alternative Encounter Building Guidelines
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<blockquote data-quote="Jer" data-source="post: 7701546" data-attributes="member: 19857"><p>Nope, they'd still need the encounter building advice because the game is built assuming a wide range of power levels. If the game were built so that they stayed around level 5 then the Monster Manual would be constructed differently and the only antagonists you would have would be in the narrow band. They'd look like they vary in power - because they would - but the difference in power would be much narrower and it can be more obvious which ones you could throw at your novice players and which ones were high powered compared to them.</p><p></p><p>I think back to the D&D Basic set - the red box. There was a game constructed for a narrow band of power. It had 1/2 HD monsters all the way through (I think) 5HD monsters. It was pretty obvious that the 5HD monsters were scarier than the 1/2 HD monsters and the book could get by with some really shallow advice-by-example of how to build an encounter that wouldn't TPK your players. Because so long as you didn't throw your players up against 5 minotaurs or something like that you were probably okay.</p><p></p><p>I take back one thing though - superhero games do have encounter building advice. It tends to be "keep your antagonists at the same level as your PCs" and "if you throw them up against a much higher level threat make it a solo threat" type stuff, but it's advice.</p></blockquote><p></p>
[QUOTE="Jer, post: 7701546, member: 19857"] Nope, they'd still need the encounter building advice because the game is built assuming a wide range of power levels. If the game were built so that they stayed around level 5 then the Monster Manual would be constructed differently and the only antagonists you would have would be in the narrow band. They'd look like they vary in power - because they would - but the difference in power would be much narrower and it can be more obvious which ones you could throw at your novice players and which ones were high powered compared to them. I think back to the D&D Basic set - the red box. There was a game constructed for a narrow band of power. It had 1/2 HD monsters all the way through (I think) 5HD monsters. It was pretty obvious that the 5HD monsters were scarier than the 1/2 HD monsters and the book could get by with some really shallow advice-by-example of how to build an encounter that wouldn't TPK your players. Because so long as you didn't throw your players up against 5 minotaurs or something like that you were probably okay. I take back one thing though - superhero games do have encounter building advice. It tends to be "keep your antagonists at the same level as your PCs" and "if you throw them up against a much higher level threat make it a solo threat" type stuff, but it's advice. [/QUOTE]
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