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1 year ago ::
Mar 16, 2012 - 11:47AM
#1
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Date Joined:
Feb 23, 2012
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I need help figuring out if I'm doing something wrong. For the Bloodsands arena market battle the enounter as given is worth 700 something XP but I've only got 4 PCs. Should I scale it down to 400 or are they really supposed to have a good chance to loose since the encounter gets interrupted before they could be killed by the Templar guards. If anyone has any experience with this it would be greatly appreciated.
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1 year ago ::
Mar 16, 2012 - 2:29PM
#2
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Date Joined:
Mar 14, 2008
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I thought the default for adventures were 5-6 players, so if you have 4 you may want to reduce it a bit.
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1 year ago ::
Mar 17, 2012 - 11:05AM
#3
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Date Joined:
Feb 24, 2010
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Actually default is for 5 adventurers so if you have 4 you can cut it down. I have found that balancing games can be hard with new characters but after a few sessions you will know what is hard for your players and what is too easy. That sweet spot is right in the middle where there is a risk of loosing so each fight is exciting. Anything that I have that the players encounter that I know they will be rescued from I will make it so they are hoping to be rescued.. XP given for each kill and 1/2 from all that were still standing when the rescue takes place.
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1 year ago ::
Mar 18, 2012 - 9:45AM
#4
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Date Joined:
Feb 23, 2012
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Thanks for the feed back guys.
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1 year ago ::
Mar 30, 2012 - 10:17PM
#5
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- Dragon Slayer
- If only he would apply himself
- Dammit Jim, this is Star Trek, not D&D!
Date Joined:
Jan 31, 2006
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Thanks for the feed back guys.
How did it go?
I generally like the technique of looking at the actual XP value and reducing it down to what is appropriate per the DMG for the size of your party. However, the quick method is to drop one foe of the level of the encounter (for a level 3 fight, drop a level 3 monster).
Whenever I scale an encounter up or down I try to use information on the party if I can - do they have a leader, are they experienced players or new, do they like hard fights, etc. In the absence of that I assume easier is better.
One thing you can also do is to plan contingencies. For example, remove two foes, but consider having them run in at the end of round 2 if the battle is going too easily. Conversely, plan on one foe surrendering or running away (being a coward or a slave that has no stomach for battle) if the battle is too brutal.
I also like the bloodied state as a trigger for contingencies. The simplest of these is that when a foe is bloodied they do more or less damage if the challenge level is not appropriate. For example, the elves are just destroying the party and that doesn't seem fun. As each elf becomes bloodied you reduce their damage by 1 die, and role-play how their resolve seems shaken. On the opposite end, if the fight is too easy a foe may grow angry and determined when bloodied, dealing an extra die of damage. You can play with this system when you get more experience running so you can really fine-tune combats. Don't do this all the time - just when it is necessary.
Follow my blog and Twitter feed with Dark Sun campaign design and DM tips! Dark Sun's Ashes of Athas Campaign is now available for home play (PM me with your e-mail to order the campaign adventures).
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1 year ago ::
Mar 31, 2012 - 7:49AM
#6
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Date Joined:
Feb 23, 2012
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I'm actually running the first session using the module today (we got delayed in finding a day that worked for everyone). I pretty much just lowered the overall moster xp budget to meet their level and tended to err on the side of taking away monsters with roles vs normal minions since 2 in the party are pretty inexperience. You do make a fine point about throwing some more monsters in mid battle if things seem to be too easy and I will keep it all in mind latter today.
Also you make a good point about enemies "breaking" and I'll also keep that in mind for small raider enounter in the desert that has like 10 human slaves and 3 actual raiders. I'll be sure to make teh slaves flee if their masters all fall. I'll also give a recap of stuff after the fact. Thanks for your interest and help.
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1 year ago ::
Apr 02, 2012 - 5:59PM
#7
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Date Joined:
Jan 11, 2007
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I'm actually running the first session using the module today (we got delayed in finding a day that worked for everyone). I pretty much just lowered the overall moster xp budget to meet their level and tended to err on the side of taking away monsters with roles vs normal minions since 2 in the party are pretty inexperience. You do make a fine point about throwing some more monsters in mid battle if things seem to be too easy and I will keep it all in mind latter today.
Also you make a good point about enemies "breaking" and I'll also keep that in mind for small raider enounter in the desert that has like 10 human slaves and 3 actual raiders. I'll be sure to make teh slaves flee if their masters all fall. I'll also give a recap of stuff after the fact. Thanks for your interest and help.
When I ran the encounter you are talking about, I just had the slaves watch and not get involved. Why would slaves help their masters when their deaths would free them.
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1 year ago ::
Apr 02, 2012 - 9:10PM
#8
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Date Joined:
Feb 23, 2012
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I know the minion identified is human slaves, but within the journey skill test part 3 they are actually described as escaped slaved being led by wasteland raiders. Thus to me it made sense that they would willingly and openly attack (had the PCs killed the raiders first though they would have broke and ran).
I made it up to the finish of this ambush encounter in our first play session. Besides doing the 1st skill challenge a bit wrong as a DM things went smoothly and everyone got involved. I'm looking forward to finishing it out with the arena showdown.
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1 year ago ::
Apr 04, 2012 - 12:32PM
#9
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- Dragon Slayer
- If only he would apply himself
- Dammit Jim, this is Star Trek, not D&D!
Date Joined:
Jan 31, 2006
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When I ran the encounter you are talking about, I just had the slaves watch and not get involved. Why would slaves help their masters when their deaths would free them.
There was a great piece of fiction written by the admin of the Legend of the Five Rings "Heroes of Rokugan" living campaign. The Dragon clan sets up a siege of an ancestral village that had been taken over by the Lion Clan. at one point the commoners rise up against the Lion, so as to help the Dragon. Dragon come in, and in part due to that aid destroy their foes. The Dragon warlord orders all the commoners put to the sword. They didn't know their place and can't be trusted.
It's the kind of harsh lesson that fits perfectly into Athas and a strong reason why slaves would do their master's bidding regardless of circumstances - it is their place and any deviation from it usually means death. Brutal/wrong world!
Follow my blog and Twitter feed with Dark Sun campaign design and DM tips! Dark Sun's Ashes of Athas Campaign is now available for home play (PM me with your e-mail to order the campaign adventures).
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1 year ago ::
Apr 04, 2012 - 12:51PM
#10
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Date Joined:
Feb 23, 2012
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I think the key is that while you may die facing the enemy if you don't move to attack you are guaranteed to die at the hands of your leader.
Alpha I'm def gonna checkout ashes of athas for resources.
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