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Why do we have bandit scenarios?
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<blockquote data-quote="Rogue Agent" data-source="post: 5712571" data-attributes="member: 6673496"><p>One of the problems 4th Edition has is that it systemically eliminated weaker encounters that can be quickly resolved while still being strategically interesting. (This is largely because 4th Edition has no interest in strategy, only tactics.) As a result, any encounter in 4th Edition requires so much time to resolve that it's difficult to include anything unless it's worth spending at least 45 minute on it.</p><p></p><p></p><p></p><p>This is encouraged by the "grind" mentality of XP-for-monsters. It's a mentality that also encourages PCs to never bypass an encounter because they're "missing XP". Or, conversely, encourages DMs to force PCs into encounters because otherwise they're "stealing XP". (I'm not saying these are entirely rational predilections. But they exist.)</p><p></p><p>In general, the problem is created by a preconception of what CR the BBEG is "supposed" to be. (Or, in the case of a published adventure, an editorial edict that the adventure is supposed to get the players to level X.) Due to the nature of the game, thsi means that there is a mandated amount of material necessary to reach point B (the BBEG) from point A (where the PCs are now).</p><p></p><p>If there's not enough material to fill that mandate, the result is meaningless padding.</p><p></p><p>Once you've identified the cause, there are two solutions:</p><p></p><p>(1) Lower the difficulty of the BBEG.</p><p>(2) Add additional content which is also meaningful.</p><p></p><p>If you really can't think of anything to satisfy #2, add a second, independent plot running in concert with the first.</p></blockquote><p></p>
[QUOTE="Rogue Agent, post: 5712571, member: 6673496"] One of the problems 4th Edition has is that it systemically eliminated weaker encounters that can be quickly resolved while still being strategically interesting. (This is largely because 4th Edition has no interest in strategy, only tactics.) As a result, any encounter in 4th Edition requires so much time to resolve that it's difficult to include anything unless it's worth spending at least 45 minute on it. This is encouraged by the "grind" mentality of XP-for-monsters. It's a mentality that also encourages PCs to never bypass an encounter because they're "missing XP". Or, conversely, encourages DMs to force PCs into encounters because otherwise they're "stealing XP". (I'm not saying these are entirely rational predilections. But they exist.) In general, the problem is created by a preconception of what CR the BBEG is "supposed" to be. (Or, in the case of a published adventure, an editorial edict that the adventure is supposed to get the players to level X.) Due to the nature of the game, thsi means that there is a mandated amount of material necessary to reach point B (the BBEG) from point A (where the PCs are now). If there's not enough material to fill that mandate, the result is meaningless padding. Once you've identified the cause, there are two solutions: (1) Lower the difficulty of the BBEG. (2) Add additional content which is also meaningful. If you really can't think of anything to satisfy #2, add a second, independent plot running in concert with the first. [/QUOTE]
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