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Unearthed Arcana Presents Alternative Encounter Building Guidelines
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<blockquote data-quote="Pauper" data-source="post: 7701584" data-attributes="member: 17607"><p>That's pretty much exactly what I'm saying, but you can confirm it for yourself by downloading some older classic mods from the DMs Guild.</p><p></p><p></p><p></p><p>Site-based adventures got slowly phased out in favor of encounter-based adventuring starting around the time of the 3.5 update. About the last site-based adventure I can remember running, ironically, is Mike Mearls's "Three Faces of Evil" from the Age of Worms adventure path in Dragon magazine, which ironically points up the dangers of a heavily-coordinated site. Mearls's Temple of Hextor in that adventure was set up so that, unless the party knew what was coming and took steps to prevent it, the party would encounter three to four regular encounters worth of monsters in series before being trapped in a final 'boss fight', all without a chance to rest or heal up between battles. It was, as you might expect, deadly.</p><p></p><p>With that said, I can't say I've seen any specific site-based directions in 5e outside of Storm King's Thunder. Lost Mine of Phandelver has a few notes about what rooms monsters will try to escape to if they decide to run, but my experience is that such advice is seldom useful, as by the time the monsters would decide to run, it's too late to escape from a competent party. Neither the Tyranny of Dragons hardcovers nor the Elemental Evil hardcover had any real site-based advice for the DM, despite being set in a number of actual adventuring sites; about the only advice I recall is that, if certain boss-level opponents become aware of nearby combats, they cannot be surprised by the party. Out of the Abyss had fewer sites and was more about wilderness adventuring, but I don't recall any obvious site-based design in that module, either. Curse of Strahd had one big site, but Castle Ravenloft generally wasn't run as a site-based adventure in classic D&D, and so it makes sense that it wouldn't be designed as one in 5e, either.</p><p></p><p>So having one module out of the entire run of 5th edition make use of site-based adventure design doesn't really count as 'common' in my book.</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 7701584, member: 17607"] That's pretty much exactly what I'm saying, but you can confirm it for yourself by downloading some older classic mods from the DMs Guild. Site-based adventures got slowly phased out in favor of encounter-based adventuring starting around the time of the 3.5 update. About the last site-based adventure I can remember running, ironically, is Mike Mearls's "Three Faces of Evil" from the Age of Worms adventure path in Dragon magazine, which ironically points up the dangers of a heavily-coordinated site. Mearls's Temple of Hextor in that adventure was set up so that, unless the party knew what was coming and took steps to prevent it, the party would encounter three to four regular encounters worth of monsters in series before being trapped in a final 'boss fight', all without a chance to rest or heal up between battles. It was, as you might expect, deadly. With that said, I can't say I've seen any specific site-based directions in 5e outside of Storm King's Thunder. Lost Mine of Phandelver has a few notes about what rooms monsters will try to escape to if they decide to run, but my experience is that such advice is seldom useful, as by the time the monsters would decide to run, it's too late to escape from a competent party. Neither the Tyranny of Dragons hardcovers nor the Elemental Evil hardcover had any real site-based advice for the DM, despite being set in a number of actual adventuring sites; about the only advice I recall is that, if certain boss-level opponents become aware of nearby combats, they cannot be surprised by the party. Out of the Abyss had fewer sites and was more about wilderness adventuring, but I don't recall any obvious site-based design in that module, either. Curse of Strahd had one big site, but Castle Ravenloft generally wasn't run as a site-based adventure in classic D&D, and so it makes sense that it wouldn't be designed as one in 5e, either. So having one module out of the entire run of 5th edition make use of site-based adventure design doesn't really count as 'common' in my book. -- Pauper [/QUOTE]
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