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Dungeons & Dra.. Playtest Packet Di.. Apparently 26 goblins are an average encounter...
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Switch to Forum Live View Apparently 26 goblins are an average encounter for a level 1 party! Wait, what??
8 months ago  ::  Oct 13, 2012 - 1:45PM #21
Tlantl
Date Joined: Feb 10, 2007
Posts: 504

Oct 11, 2012 -- 10:09AM, Drycanth wrote:


Take a look in the test packet in the pdf spells. you send 20 goblins and my two mages drop them all taking no hits in one round with two castings of burning hands. You can't think in a vacume. Players have ways of dealing with groups of monsters besides hack and slash. Oh look there are a bunch of orgres comming twards the castle ... lets wait till they get to the gate and dump a large ammount of oil on them and set them on fire ... one torch later no more ogres.



The burning hands spell is a cone 15 feet long. Goblins take up a 5 foot space therefor the absolute most you can kill with one casting of the burning hands spell is six; one in the first five feet two in the second and three in the third. It's impossible for two casters to kill 20 goblins in one round. 

Actually unless the casters are facing in two different directions or are fifteen feet apart their spells will overlap causing even fewer goblin deaths.

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8 months ago  ::  Oct 13, 2012 - 6:04PM #22
NightsLastHero
Date Joined: Feb 22, 2012
Posts: 968
Not to mention those Goblins aren't going to be just standing side by side lined up in a neat cone for a wizard to kill with burning hands.
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8 months ago  ::  Oct 14, 2012 - 3:51AM #23
lokiare
Date Joined: Nov 3, 2008
Posts: 14,654

Oct 13, 2012 -- 6:04PM, NightsLastHero wrote:

Not to mention those Goblins aren't going to be just standing side by side lined up in a neat cone for a wizard to kill with burning hands.




Why not, most people think they will line up around the fighter providing a cleave every round?

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8 months ago  ::  Oct 14, 2012 - 4:50AM #24
CeltasCharbarran
Date Joined: Jul 10, 2012
Posts: 28

Oct 14, 2012 -- 3:51AM, lokiare wrote:

Oct 13, 2012 -- 6:04PM, NightsLastHero wrote:

Not to mention those Goblins aren't going to be just standing side by side lined up in a neat cone for a wizard to kill with burning hands.




Why not, most people think they will line up around the fighter providing a cleave every round?


The game i played, the goblins hid in the bushes, shot you with arrows and through flaming oil at you.  no cleave here.

Celtas
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8 months ago  ::  Oct 14, 2012 - 6:13AM #25
NightsLastHero
Date Joined: Feb 22, 2012
Posts: 968
Even if they stand right next to each other (which they shouldn't be, cause that seems a bit much for an unorganized group of Monsters) they wouldn't be three lines deep in a pyramid shape.
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8 months ago  ::  Oct 15, 2012 - 2:57PM #26
Arius
Date Joined: Apr 5, 2004
Posts: 203
I think this is actually an easy problem to fix.  The issue is that the XP cost of low level creatures, particularly those at first level, is so small that they are fraction of creatures at the next level.

Seems like the answer to this problem would be to add a static baseline to the XP numbers for all creatures, and then adjust the XP required to level by that amount, multiplying by number of creatures and encounters as appropriate.

This would make the difference in XP between monsters of different levels the same as it currently is, but up the base amount so that you can't have so many low level creatures in higher level encounters.

For example we could add 100 XP to every monster.  I picked 100 out of thin air, I'm not saying that is the right answer, simply a nice round number chosen at random to illustrate my point.

Goblin 10 -> 110
Gnoll 60 -> 160

Average Level 1 encounter per character 65 -> 165 XP
 - 6 goblins / PC -> 1.5 goblins / PC
 - 1 gnoll / PC -> 1 gnoll / PC

Average Level 2 encounter per character 120 -> 220 XP
 - 12 goblins / PC -> 2 goblins / PC
 - 2 gnolls / PC -> 1.4 gnolls / PC

Average Level 3 encounter per character 230 -> 330 XP
 - 23 goblins / PC -> 5.5 goblins / PC
 - 3.8 gnolls / PC -> 2 gnolls / PC

Etc.
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8 months ago  ::  Oct 16, 2012 - 8:57PM #27
NightsLastHero
Date Joined: Feb 22, 2012
Posts: 968
I believe the low xp is currently correct for each monster. A goblin as present is in fact only worth 10 xp. It doesn't need any more xp added, that would mess up the system. The xp budget is what is supposed to challenge a group of PC's. 1 Goblin currenlty isn't worth more then 10 xp. Now what I believe happened is the xp got lowered to the correct level. Now in the next playtest packet it is going to be time to raise the monsters up to a reasonable number per encounter.

You should not be changing the xp of the monsters! The Xp is Correct! What you should be saying is okay, 40 Goblins is way too many. 20 sounds like a better number. So how do I get only 20 Goblins? Okay so I double their hitpoints to 6 HP Each. They got to hit better so maybe lets give them a +2 to hit instead of a -1. Since they are hitting more often now, they really don't need to increase their attack damage, so we can leave it alone. Now how much xp is our new Goblin worth? Maybe 20xp or maybe he hits just a little too much so he is actually worth 30xp. So maybe are new Goblins require less then 20, but that is Okay because that would be preffered.

Just starting with increasing the xp values isn't going to help you out any. If you want higher xp values, just use the last playtest packet. The monster stats need to go up before the xp values are increased.   
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8 months ago  ::  Oct 16, 2012 - 9:32PM #28
FluxPoint
Date Joined: Sep 26, 2012
Posts: 262
I agree here. Another thing is that 40 goblins are just not likely to coordinate in an attack of this nature. So where are the leaders? The leaders help fix this xp 'issue' right away.
Currently running a playtest, weekly, online D&D Next Session using a virtual table system called roll20.
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8 months ago  ::  Oct 17, 2012 - 4:04PM #29
Arius
Date Joined: Apr 5, 2004
Posts: 203

Oct 16, 2012 -- 8:57PM, NightsLastHero wrote:

I believe the low xp is currently correct for each monster. A goblin as present is in fact only worth 10 xp. It doesn't need any more xp added, that would mess up the system. The xp budget is what is supposed to challenge a group of PC's. 1 Goblin currenlty isn't worth more then 10 xp. Now what I believe happened is the xp got lowered to the correct level. Now in the next playtest packet it is going to be time to raise the monsters up to a reasonable number per encounter.

You should not be changing the xp of the monsters! The Xp is Correct! What you should be saying is okay, 40 Goblins is way too many. 20 sounds like a better number. So how do I get only 20 Goblins? Okay so I double their hitpoints to 6 HP Each. They got to hit better so maybe lets give them a +2 to hit instead of a -1. Since they are hitting more often now, they really don't need to increase their attack damage, so we can leave it alone. Now how much xp is our new Goblin worth? Maybe 20xp or maybe he hits just a little too much so he is actually worth 30xp. So maybe are new Goblins require less then 20, but that is Okay because that would be preffered.

Just starting with increasing the xp values isn't going to help you out any. If you want higher xp values, just use the last playtest packet. The monster stats need to go up before the xp values are increased.   



I think you missed the point of my post.  I'm not suggesting that monsters need their XP increased due to their overwhelming and challenging nature Wink.  In fact I agree that the monsters are underpowered in the current system and we are using the +2-3 hit bonus across the board.

What I'm saying is that the reason you can have 40 Goblins in a level 2 encounters is the nature of the math in the current system.  If you notice, I also increased the amount of XP per encounter per PC by the same amount I increased each monster to illustrate the effect it has on how many monsters of a particular level are considered a "suitable" encounter based on the XP budget, and then its effect at a subseuent level.

Obviously you could build a tougher goblin that is worth more XP to keep the number of creatures down in a particular encounter, but that doesn't address the issue that a tough 5th level encounter with 4 PCs should contain 828 Goblins based on the rules as written.  Obviously that's rediculous.  However, its possible due to the nature of the math involved, and the problem is particularly exaggerated with the lowest level monsters as their XP is a tiny fraction of creatures that are even a couple levels higher.

Consider looking at it from the opposite direction, if 1 Goblin is accurately valued at 10 XP, which I don't neccessarily disagree with, is a Goblin Leader worth 80 XP?  Will the goblin leader inflict 8 times as much damage, last 8 times the number of rounds, provide 8 times the challenge, etc?  I think not.  In fact it may end up being one shotted just like its weaker breathren.

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8 months ago  ::  Oct 19, 2012 - 2:16PM #30
eRaz0r
Date Joined: Jan 28, 2004
Posts: 785
IMX, this is the problem with pre-4th edition encounter building rules. (to which 5E appears to be returning)

XP Budgets don't work as a guideline for building encounters.  They never have. They never will. 

Moreover, if Bounded Accuracy is in, then lower level threats are going to remain as threatening for longer than ever before (at least in terms of accuracy, if not damage, I guess).  If Level Up XP costs reflect a non-linear scale (as they did in previous editions) then the XP value of those monsters drops off much faster than their threat level.  That's an invitation to TPK right there.

The math doesn't work.

I prefer 4E's encounter design system, personally. Much easier, and the math worked better too.  
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