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Switch to Forum Live View XP Budget /Encounter, a Bit Confused
10 months ago  ::  Aug 20, 2012 - 6:22PM #1
Saffahh
Date Joined: May 29, 2012
Posts: 62
My players wanted to continue with the characters they had a bit and just make some minor revisions for the new rules, in doing so I am reworking the self-made dungeon that the blocked off passage in the cultist's cave led to.  In reworking it I'm trying to use the new xp budget rules properly and they just seem... off.  I can never quite work things so it feels right.

The main concern here is the final boss.  I want to have a big strong boss that doesn't need a lot of help from minion types to soak up it's xp budget. Originally I had a Cleric that i created for the role and estimated him to be around the strength of a level 5 elite (approximately 50 HP with 8d8 HD along with some nice gear, spells, and a few rituals already put down before the group arrives.  also note the group is mostly level 4).  when I ran some numbers (quickly and sloppily) just to see where he stands, he seemed appropriate.  I was just going to add in some Animate Servant pets that would auto spawn every so often to add a little challenge but not be too bad.

Even with all this though, the xp budget is only about half full for the group.  Anyone else have some insight maybe.  My next choice was going to be to just add another elite NPC or 2 to fill it up the rest of the way but I really hadn't been wanting to do that at all.
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10 months ago  ::  Aug 20, 2012 - 7:19PM #2
ShadeRaven
Date Joined: Jul 15, 2008
Posts: 1,417
Honestly, I have found the XP "charts" and buget to be simply out of whack and not very useful in this  packet.

I would honestly just suggest using the eyeball test.  Does the encounter look about right?  Do you think you have enough creatures involved for that setting?  Should have have a couple of elite guards?  Concubines?  Pet Dire Rats?  However you imagine it.

Give it a good look over... judge as best as you can what you think the challenge will be... and go from there.

Whatever XP comes up from that is good enough.
 
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10 months ago  ::  Aug 20, 2012 - 8:33PM #3
Bly2729
Date Joined: Sep 2, 2007
Posts: 415
I found the idea of an XP budget to be completely essential to building a combat encounter in 4E.  I have not gotten a chance to playtest the system yet but I really hope there is a system in place to work out the "correct" number of monsters to put out for the expected difficulty of the encounter/adventure.
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10 months ago  ::  Aug 20, 2012 - 10:16PM #4
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,510
Drop the minions to 1hp, and don't give them XP values.
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10 months ago  ::  Aug 20, 2012 - 10:24PM #5
ShadeRaven
Date Joined: Jul 15, 2008
Posts: 1,417
It was/is important for 4E, no doubt.  But 4E is pretty rigidly controlled when it come to building encounters.  Not much of 4E is "just for fun."

I don't think Next should be like 4E, though.  The game shouldn't center around tight, well balanced and challenging combat.  I don't think game balance and combat mechanics should be 1a and 1b on their priority list in this edition.  4E really is a good RPG.... and solid throughout.  If they want to expand 4E, they should just do that.

I want 5E to be the throwback to simpler days with lessons learned from all editions along the way that it feels like it's headed towards.  To that ends, getting encounters balanced "just right" doesn't have to be so important.

Getting the feel of a real, living-world encounter right would be more important in my book.

Examples:
4E - You created an encounter to test players.  A good mix of XP budget creatures that include a nice mix of artillery, soldier, and skirmishers (for example).  It should put to test the group's skill and use up about 20% of their resources.

Next - You put together a handful of creatures that make sense for the adventure they are on.  Bugbears have been raiding a dwarven mine.  For the current level, I am going to say 4 bugbears who have half a dozen gnolls along to carry stuff if the from their typical raids.  Not worrying about making sure they have a controller, lurker, and artillery in there.  Just some creatures to give the PCs a modest challenge they should overcome unless they play foolishly or the die are very unkind.

You still need a rough estimation (creature level, damage, HPs, etc) of how tough they are (so it would be nice if XP reflected challenge), but making sure it is perfectly suited for the extact type of encounter you expect (aka 4E) isn't necessary.

+1 or -1 creature should throw everything out of whack like it did in 4E.

That said, a good XP chart and encounter creation rules would still benefit novice DMs and give a starting point for veteran ones, too.
 
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10 months ago  ::  Aug 21, 2012 - 1:28AM #6
EnerlaNet
Date Joined: May 18, 2010
Posts: 189

Aug 20, 2012 -- 8:33PM, Bly2729 wrote:

I found the idea of an XP budget to be completely essential to building a combat encounter in 4E.  I have not gotten a chance to playtest the system yet but I really hope there is a system in place to work out the "correct" number of monsters to put out for the expected difficulty of the encounter/adventure.



I see why you say this, but I can also explain why I think that shouldn't be a core mechanic but an optinal rule. 

XP Budget is there to create challenging combat, that test the skill of the player. They need an optimized build to survive and even then you are expected to choose things based on tactical advantage and not in character reasons. As you had to carefully evaluate all options combat became slower. It wasn't good for immersion to say the least. And often your possible actions were different from what the setting would dictate (movement rules for example).


And a lot of Players and DMs expressly stated that they don't like this. 4E is not for them.


When Wizards is trying to get those people back, the tightly balanced encounter design of 4E must be removed from core rules. It can be a modular component for tactical gameplay. It can be an optional rule. But it can't stay in core. 


Instead of XP pool only I would offer guidelines about how to design encounters that make sense from the perspective of the setting. How enemy leader can compare to the charaters (in level), how the other enemies can compare to characters in level, how such enemy groups can work.

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10 months ago  ::  Aug 21, 2012 - 7:44AM #7
Vexar
Date Joined: Nov 12, 2007
Posts: 264
You should also know what they can or can't handle as a group by now. If it seems like it's too strong, or not strong enough... Then you're absolutely right. Adjust it accordingly, for fun, not for XP. If you want to award them the correct XP for the encounter, throw in a mix of role play parts. Perhaps the boss gets a bit angry part way through and begins casting a spell that will threaten to instantly kill a party member unless the players focus their attention on damaging the holy symbol he uses while preparing the spell. Give them a round or two to do this; if it doesn't work a player gets dropped to -5 hp. If it does work, continue the fight as normal but have the boss take a round at a disadvantage ^^. Little things like that make a MASSIVE difference in combat... Especially when 4e didn't really allow for that when it came to balance... Put a boss on stop for a round and the players will just own him; or call cheats when for some reason he's invulnerable... Seems like Next is allowing for that roleplay/combat style we love so much.
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10 months ago  ::  Aug 21, 2012 - 8:44PM #8
Karunake
Date Joined: Dec 29, 2003
Posts: 42
I don't get it. What does having a XP budget and creating tightly planned encounters have in common? If you want to say: screw this, I put the monsters I want, say it. Tally the XP, and spread it around, just don't use it to *plan*.

Linking XP to challenge, and suggesting a budget, shouldn't turn anyone away from the game. Really. It just means that in the end, you don't need a supercomputer to give your players their reward. Even   in 4e, it was just a guideline, clearly stating that you should also eyeball the relative difficulty of monsters so the XP budget isn't filled with mooks or unkillable monsters.
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10 months ago  ::  Aug 21, 2012 - 10:45PM #9
ShadeRaven
Date Joined: Jul 15, 2008
Posts: 1,417

Aug 21, 2012 -- 8:44PM, Karunake wrote:

I don't get it. What does having a XP budget and creating tightly planned encounters have in common? If you want to say: screw this, I put the monsters I want, say it. Tally the XP, and spread it around, just don't use it to *plan*.

Linking XP to challenge, and suggesting a budget, shouldn't turn anyone away from the game. Really. It just means that in the end, you don't need a supercomputer to give your players their reward. Even   in 4e, it was just a guideline, clearly stating that you should also eyeball the relative difficulty of monsters so the XP budget isn't filled with mooks or unkillable monsters.


I've played a lot, and still play, of 4E.  Let me tell you, it's very easy to make a little misjudgment in Encounter Creation to upset the cart.  I've had to fudge a lot of encounters that were simply ill-suited for the group.

4E might have called them guidelines, but with resource management and game balance was at the crux of the game, it was a very strong suggestion to design encounters within the boundaries.

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10 months ago  ::  Aug 22, 2012 - 1:43PM #10
Rhenny
Date Joined: Dec 21, 2011
Posts: 1,554
I'm just eyeballing it for this playtest package.   I'm figuring that if the party isn't out numbered, even what they call a difficult encounter may not be so bad since even the heavy hitters like a bugbear, only have a +2 to hit bonus.

What I'll probably do is err on the lower side for some encounters and then if need be send in reinforcements or just beef up the next encounter.  Here's a sample of some groups I'm creating for a session this weekend.  There will probably be 3-4 1st level PCs.  They will find a nearly dead explorer who tells them about a tomb that he and his group were excavating when they were surprised by goblins.  He'll ask the party to find out what happened to the other members of his party.


1.  2 gobln bowmen and 2 soldiers in a look out tower.

2.  4 goblin bowmen on scaffolding with 1 leader and 1 grunt down on the ground in the main hall.

3.  6 goblin grunts (slave workers..mining for gems and artifacts) with 1 bugbear taskmaster.

4.  6 stirges in one cave

5.  4 giant centipedes and 2 dire rats in another cave with a huge refuse pile.

6.  4 skeletons guarding a sarcofogus in a hidden chamber.

7.  1 Wight in the sarcofogus that will actually attempt to gain the party's assistance if he is freed from his tomb.    


If the adventurers are careful, they should be fine with this.  If they get in trouble they can always run.   lol.                   
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