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Revisiting Encounter Design

August 30th, 2008

One of the first reviews I ever received for a book I had written was for the mini-adventure The Dragon’s Wish, which was published by Fantasy Flight Games during the early D20 boom. The reviewer hated it. He had several reasons for doing so, but his biggest problem was that he felt that the encounters weren’t balanced: The adventure was designed for 9th level characters, but I had them encountering, among other things, a primitive tribe of kobolds (low CR) and a pair of extremely powerful stone golems (high CR).

Now, The Dragon’s Wish was one of my first published works and it was hardly perfect by any stretch of the imagination. But there were two main reactions that I had to the review.

First, I was frustrated because the reviewer had clearly failed to understand what the adventure was about. He had approached it as some sort of hack ‘n slash affair, but the module wasn’t designed with combat in mind. At the beginning of The Dragon’s Wish, the PCs are asked by a dying dragon to take his heart to the ancient draconic burial grounds in the Valley of the Dragons. The rest of the adventure is a travelogue allowing the PCs to see various facets of draconic mythology. The stone golems aren’t meant to be fought: They were powerful gatekeepers who allow the PCs to enter the valley when their task is made known. The kobolds are a primitve tribe who venerate the dragons without truly understanding them. And so forth.

Second, I realized that something fundamental had shifted in the common perception of what constituted proper encounter design in D&D.

Back in the halcyon, nostalgia-tinged days of 1st Edition, nobody would have blinked twice at the idea of including low-level encounters in high-level adventures. For example, in the Bloodstone modules (the original H-series designed for levels 15 thru 100), the designers had no problem including combat encounters with common orcs.

In fact, this was an attitude that persisted more or less all the way through the latter days of 2nd Edition. The Apocalypse Stone was a high-level adventure published to provide a campaign-ending scenario so that groups could reboot fresh with 3rd Edition. But if you flip through it, you discover quite a few encounters that are virtually identical to the types of encounters found in low- or mid-level modules. (There’s harder stuff too, of course.)

MISREADING 3rd EDITION

So what happened in 3rd Edition?

As far as I can tell, everybody misread the rulebook. Here’s what the 3rd Edition Dungeon Master’s Guide had to say about “Encounters and Challenge Ratings” (pg. 100):

A monster’s Challenge Rating (CR) tells you the level of the party for which the monster is a good challenge. A monster of CR 5 is an appropriate challenge for four 5th-level characters. If the characters are higher level than the monster, they get fewer XP because the monster should be easier to defeat. Likewise, if the party level [….] is lower than the monster’s Challenge Rating, the PCs get a greater reward.

And a little later it answered the question “What’s Challenging?” (pg. 101):

Since every game session probably includes many encounters, you don’t want to make every encounter one that taxes the PCs to their limits. They would have to stop the adventure and rest for an extensive period after every fight, and that slows down the game. An encounter with an Encounter Level (EL) equal to the PCs’ level is one that should expend about 20% of their resources — hit points, spells, magic item uses, etc. This means, on average, that after about four encounters of the party’s level the PCs need to rest, heal, and regain their spells. A fifth encounter would probably wipe them out.

And, at that point, everybody apparently stopped reading. Because this was what seeped into the collective wisdom of the gaming community: Every encounter should have an EL equal to the party’s level and the party should have four encounters per day.

I literally can’t understand how this happened, because the very next paragraph read:

The PCs should be able to take on many more encounters lower than their level but fewer encounters with Encounter Levels higher than their party level. As a general rule, if the EL is two lower than the party’s level, the PCs should be able to take on twice as many encounters before having to stop and rest. Two levels below that, and the number of encounters they can cope with doubles again, and so on.

And if that wasn’t clear enough in saying that the PCs should be facing a wide variety of ELs, the very next page had a chart on it that said 30% of the encounters in an adventure should have an EL lower than the PCs’ level; 50% should have an EL equal to the PCs’ level; 15% should have an EL 1 to 4 higher than the PCs’ level; and 5% should have an EL 5+ higher than the PCs’ level.

But all of that was ignored and the completely erroneous “common wisdom” of “four encounters per day with an EL equal to the party’s level” became the meme of the land.

By the time The Forge of Fury was released as part of the original Adventure Path in late 2000, the meme had already taken hold. The Forge of Fury — an adventure for 3rd to 5th level characters — included, as one of its encounters, a CR 10 roper. You’ll note that this encounter follows the guidelines printed in the DMG precisely. It didn’t matter. The fanboys howled from one side of the Internet to the other about this horrible and unbalanced encounter. And why were they howling? Because encounters should always have an EL equal to the average level of the PCs.

WotC never made that “mistake” again.

REAPING WHAT YOU SOW

The most virulent form of the meme was rarely followed in its strictest form. But the general meme of “an encounter should almost always have an EL equal to the party’s level” sunk pretty deeply into the collective consciousness.

But there are consequences for designing encounters like that:

(1) The average resolution time for any combat encounter increases (because a more challenging opponent takes longer to overcome).

(2) The PCs are more likely to suffer grievous injury during any one encounter, which means they’re more likely to adopt cautious styles of gameplay. This leads to the 15-minute adventuring day becoming more common, along with all the problems that creates.

(3) These factors result in fewer encounters during each game session, which means that it becomes much more difficult and/or tedious to run the classic mega-dungeons and other combat-oriented styles of play.

(4) The utility of any given monster is significantly reduced because the range of levels in which you can build “appropriate” encounters using the creature is narrowed.

I used to play D&D with my friends during lunch hour, and in these short sessions we would still routinely get through 3 or 4 combat encounters. But with 3rd Edition people were routinely reporting relatively simple encounters taking hours to resolve.

A lot of people blame the system for that. But, in my experience, it’s all about the encounter design.

DESIGNING BETTER ENCOUNTERS

When I looked at the design of classic modules from the ’70s and ’80s, I discovered that most of the encounters in those modules would actually equate to an EL at least 2-5 levels lower than the party. And when I duplicated that encounter design in 3rd Edition, combat predictably speeded up.

With that in mind, here are my tips for designing encounters:

(1) Design most encounters around an EL 2 to 4 lower than the party’s level.

(2) Don’t be afraid of large mobs (10+ creatures) with a total EL equal to the PCs’ level. The common design wisdom is that these creatures are “too easy” for the PCs. This is true if you’re thinking in terms of the “common wisdom” that sprang up around misreading the DMG, but in practice these types of encounters work just fine if you’re looking for fast encounters and lots of them.

(3) Encounters with an EL equal to the PCs’ level should be used sparingly. They should be thought of as “major encounters” — the memorable set pieces of the adventure. It actually won’t take very long before the expectations of your players’ have been re-aligned and these encounters leave them thinking, “Wow! That was a tough encounter!”

(4) And that means you get even more bang for your buck when you roll out the very rare EL+2 or EL+4 encounter.

Basically what you’re doing is creating a wider dynamic range for your encounter design.

OTHER CONSIDERATIONS

FLEXIBLE DESIGN: I like to design large complexes of opponents who will interact with each other and react, as a group, to the presence of the PCs. And this works a lot better if I can take two encounters and add them together without ending up with something that will completely devastate the party. If the PCs are level 5 and the goblin warband is only EL 3, then it become much easier to have the goblins call on a second warband to reinforce them: If the PCs prevent the reinforcements from showing up, they have two standard encounters. If they don’t, then they have one harder encounter.

EXPERIENCE POINTS: The designers of 3rd Edition increased the pace at which XP was accumulated and levels were gained. I understand and even support the reasons behind this change, but I personally found the result to be simply too fast for my taste. For example, I tend to run long 8-12 hour sessions, and the pace of 3rd Edition experience usually meant that the PCs were leveling up once per session. This meant that the power level of the campaign shifted very rapidly (making it difficult to tell coherent stories). It also meant that the players never really had a chance to get comfortable with their characters (they had barely learned one set of abilities before being given new ones).

I now play with halved XP rewards and have had good results with that. But, really, that’s just a matter of personal taste.

However, with that being said, using the encounter design recommended here, you’ll find that your players will be overcoming many more combat encounters in the course of an average session. And even though the EL of each encounter will be lower, this will still generally result in accelerating the already accelerated pace of XP accrual. Whether you’ll need to adjust the XP award accordingly will depend on your personal tastes.

A PERIOD OF ADJUSTMENT: If your group has already grown accustomed to the “typical” design of 3rd Edition encounters, it may take some time before your expectations have adjusted to the new system. The typical encounter will feel easier to you… and that’s okay. It is easier.

But you should also be aware that some of the secondary effects will also take awhile to sink in for your players. If you’ve been playing with “typical” 3rd Edition encounters, then your players have probably learned to take a very cautious approach — every encounter has been potentially deadly and, therefore, every encounter has been carefully analyzed and handled.

So for the first couple of sessions, for example, you may only see a slight increase in the pace of gameplay. But once your players internalize the change and loosen up, you’ll see that pace increase again.

Pay attention to your own expectations, too: You might find yourself getting a little frustrated with the fact that your villains are missing the PCs more than they’re hitting them. There’s a sense that a lot of us develop that says “if hit points aren’t being lost, then nothing happened”. This isn’t actually true. And, in fact, if the PCs aren’t losing hit points the more stuff will happen.

DIFFERENT TOOLS FOR DIFFERENT JOBS: The exact balance of combat encounters you choose will depend largely on the type of adventure you’re designing. For example, if you’re designing an intrigue-laced adventure in which the only combat encounter is likely to be the big show-down at the end… well, that single encounter should probably be a doozy. If you want to encourage a loose, rapid-fire style of play with the players feeling like major heroes… well, crank up the number of low-EL encounters.

If there’s one message to take away from this essay it’s that variety is the spice of encounter design. By extending the dynamic range of encounters, you’re expanding the variety of the encounters you can (and should) design.

While putting together the compiled version of the Playtesting 4th Edition essay, I realized it probably made sense to compile the essays I wrote on Dissociated Mechanics, too. So I went ahead and did that.

As a reminder, these essays were originally written in May of this year, before the 4th Edition rulebooks were released. My general analysis, it turned out, was pretty much right on the money, even if there are a few individual mechanics which aren’t precisely the way they were previewed or the way I assumed in the final product.

And, of course, my general conclusion vis-a-vis dissociated mechanics (they’re bad and they’re antithetical to roleplaying) remain as valid as they ever were.

4th Edition - Player's Handbook 4th Edition - Dungeon Master's Guide 4th Edition - Monster Manual

The complete set of Playtesting 4th Edition posts have been compiled into a single essay for easy reference and linkage. This pretty much constitutes my definitive statement on the system. I have a couple more sessions of Keep on the Shadowfell to play through with one of my groups and, if anything of note comes up during those sessions, I may post a coda of some sort.

But both of my gaming groups have decided to return to 3rd Edition and stay there. And, at this point, I don’t anticipate that I will ever be returning to 4th Edition. The game is, in the final analysis, not only poorly designed, but designed specifically with a philosophy which is antithetical to my roleplaying.

Other people may find enough interest in the game to spend the time necessary to fix the fundamental design flaws, but I don’t see any reason to waste my time with it.

(Oh, look! WotC just changed the DCs for skill checks again. I’m so glad they took such great pride in fixing the math with 4th Edition…. and fixing it… and fixing it… and fixing it… They’re like the Energizer Bunny of math fixing.)

Playtesting 4th Edition

July 31st, 2008

COLLECTED EDITION OF AN ESSAY BY JUSTIN ALEXANDER

4th Edition - Player's Handbook 4th Edition - Dungeon Master's Guide 4th Edition - Monster Manual

It seems crazy to say this, but I’ve been talking about Keep on the Shadowfell since May. That’s a lot of time to dedicate to a single adventure. But, of course, a lot of this time has also been spent reading, analyzing, playing, and talking about the 4th Edition ruleset.

This essay is going to be about my playtesting of 4th Edition. Understanding these comments may require a little bit of context, however. So let’s start with that.

When 4th Edition was first announced in August 2007, I posted some Thoughts on 4th Edition. These primarily consisted of three points: (1) What WotC says about a new edition and what a new edition actually does are frequently two completely different things. (2) The design ethos being espoused at WotC did not fill me with confidence. (3) I wasn’t going to draw any conclusions until I actually had the rules in my hands.

In May of this year I wrote a series of essays on Dissociated Mechanics. These essays were written before 4th Edition was released, but provided a detailed dissection and analysis of what I still believe to be a serious flaw in the design ethos at WotC.

After the rulebooks were released, I revisited the subject of Skill Challenges. I was over-hasty in my reading of certain rules, but also far too forgiving in others (check the comment thread attached to that post).

If you’ve looked through some of this material, it will be clear that I had some serious reservations about 4th Edition. But I was also determined to approach the new system with an open mind. Ultimately you can talk a game to death, but it lives or dies in the playtest.

My initial intention was to take Keep on the Shadowfell and use the Quick Start Rules to play 4th Edition right out of the box — just as the designers intended it. I had high expectations that, with Mike Mearls and Bruce Cordell writing it, I would be able to just pick up the adventure and run it. Unfortunately, my first impressions of the module left me fairly disenchanted, and the 12-part series of remix essays should give some idea of the amount of work I had to put into the module before I felt comfortable running it.

Eventually, however, I was ready to go. And I have now run two separate playtests of the module: One for a group of experienced D&D players (my regular group) and another for a group of newbies (some of whom had never played an RPG before).

So let’s talk about my first reactions to playing 4th Edition.

QUICK LINKS

Combat
Running Combat
Characters
The Nova Cycle
Dissociated Mechanics
Skill Challenges
Gutting Non-Combat
Balance and Prep
D&D is Dead, Long Live 4th Edition

(more…)

Go to Part 1

D&D Basic Set 1983I want to talk for a moment about my own personal history with D&D. I’ve previously described on this site how I first got into roleplaying games. I still remember walking into Pinnacle Games in Rochester, MN and seeing the five D&D boxed sets — the Basic, Expert, Companion, Master, and Immortal boxes — spread out rainbow-like along the top of a shelf. I spent months saving my allowance money in order to buy one boxed set after another, with each new purchase expanding the scope and depth of the game for me.

This was during the summer and fall of 1989, and it wasn’t long before I had picked up the AD&D 2nd Edition Player’s Handbook and Dungeon Master’s Guide. Then I picked up a used copy of the 1st Edition Monster Manual, which I used in conjunction with the 2nd Edition rulebooks for nearly half a decade until the hardcover Monstrous Manual was released in 1993.

During this half-decade span, I was playing with classmates and discussing the game in a variety of online forums, most notably the ADND FidoNet echo. I remember fondly people like Bruce Norman, John Givler, Bruce Norman, Alesia Chamness, Linda Rash, Alaeseus Starbreeze, David Bolack, Laurie Brown, Dr Pepper, and many others. It was here that I first encountered the concept of PBeM campaigns, and watching multiple games play out in slow motion across the echo helped shape my perceptions of what roleplaying games were capable of. When Bruce Norman got an adventure published in Dungeon Magazine, it inspired me to start submitting my own work. John Givler’s prodigious output of homebrewed items, spells, and monsters taught my kit-bashing by example.

(If anyone reading this has text archives from those days, I’d love to hear about it. Mine are fragmentary and incomplete.)

In short, I was young and I was excited by my hobby.

AD&D Dungeon Master's Guide - 2nd EditionBut there was also something else happening during this time period: A growing dissatisfaction with AD&D. Why were the core mechanics such an inconsistent and random jumble? Why couldn’t wizards wear armor (even if they weren’t casting spells)? Why was the alignment system so punitive? Why did demi-humans have level caps? Why was there both a multi-classing system and a dual-classing system that produced such blatantly unbalanced results? And so forth. (This really just scratches the surface.)

And like a lover who has become discontented with his mistress, the existence of so many faults quickly made other foibles and quirks intolerable. Classes instead of a skill system? Vancian spellcasting instead of spell points? Hit points instead of a wound system? Pshaw.

I was hardly alone. Everyone I knew who played AD&D — both online and offline — had campaigns chock full of house rules trying to fix the foibles of the game. In the end, I was playing a version of AD&D using a binder of house rules thicker than the core rulebooks. And eventually I grew sick of doing it. By the late ’90s, I had stopped playing the game entirely.

Then, in 1999, the development of 3rd Edition was announced. I was skeptical and cynical beyond belief. And when Ryan Dancey announced his plans for the Open Gaming License, I found the entire concept absurd: The busted, archaic, creaky mechanics of AD&D were going to take the roleplaying industry by storm? Why would anyone use those rules as a platform for development? I got involved in countless online debates, scoffing at the entire concept.

D&D Player's Handbook - 3rd EditionAnd then Ryan Dancey did something really audacious: In response to my relentless criticism and skepticism, he made me a playtester and sent me a playtest copy of the Player’s Handbook.

So I read through the playtest document and I sent Dancey a lengthy list of comments. And then I playtested the game and sent him another list of comments. In short, I did my job.

And Dancey had done his: By the time I finished reading through the playtest document, I was sold on 3rd Edition. What I was holding in my hands was essentially the game I had been trying to create with my binder full of house rules: A unified core mechanic. A skill system coupled to a flexible class system. Arbitrary prohibitions replaced with logical consequences. It even took away with the alignment strait-jacket.

It wasn’t the perfect game. But it felt like the Platonic Ideal of AD&D that all of us had been struggling to find through our incessant house ruling.

And here was the real trick of it: It still played like D&D. It still felt like that game I had fallen in love with back in the summer of ’89 when I first peeled the shrinkwrap off the Basic Set.

Let me take a moment and explain what I mean by that: Yes, THAC0 was gone. Yes, the XP tables had been mucked with. Yes, the saving throw categories had been streamlined. Yes, skills and feats had been added to the game. In fact, the list of changes — if you wanted to be sufficiently nitpicky with it — could be almost endless.

But here’s the rub of it: Playing a fighter still felt like playing a fighter. Playing a wizard still felt like playing a wizard. And so forth.

Playing D&D3 felt as much like playing AD&D as AD&D had felt like playing BECMI.

Which — at the end of this long, winding road of nostalgia — brings me to my point:

4th Edition - Player's Handbook4th Edition doesn’t play like D&D.

Some of the names are still the same, but playing a fighter doesn’t feel like playing a fighter and playing a wizard doesn’t feel like playing a wizard.

Is it still a paper ‘n pencil roleplaying game? Yes. Is it still about exploring dungeons and slaying dragons? Yes.

Does it play like D&D? No.

The gameplay has been fundamentally altered. In similar fashion, both Chess and Stratego are boardgames featuring a highly abstract presentation of war played out on a grid. But Stratego isn’t the same game as Chess… even if you package it in a box with the word CHESS written across it in big, bold letters.

Sure, 4th Edition has the Dungeons & Dragons trademark splashed across its covers. But it isn’t the same game — any more than Rolemaster or Earthdawn or Exalted (all fantasy roleplaying games) are the same game. Or would become the same game just because you slapped the same name on the cover. New Coke may have had the Coke trademarks on its can, but that didn’t make it the same soda.

It should be noted that this isn’t to be taken as indictment of 4th Edition. There’s absolutely nothing about being “not D&D” that necessarily makes it a bad game. There are plenty of great RPGs which aren’t D&D, and Stratego is a fun game even if it isn’t Chess.

But the fact that 4th Edition isn’t the same game I’ve been playing for nearly two decades does play a significant role in why I won’t be making the switch to 4th Edition.

Back in 2002, Ron Edwards coined the term “fantasy heartbreaker”. He used it to refer to all of those games which are the result of their creators believing that they’ve taken the mousetrap (i.e. D&D) and made it a little bit better. In some cases they may be right and in some cases they may be wrong but, as Edwards pointed out, they were all doomed to failure. Why? Well, here Edwards goes off into an ideological rant that I think rather misses the point. But, in my opinion, the primary reason can be boiled down to this:

If I wanted to be play a game like this, I might as well be playing D&D.

There are many reasons for that sentiment to hold true, but I think there are two major ones:

(1) It’s much easier to find a group playing D&D than it is to find a group playing any other RPG.

(2) Most roleplaying gamers are already familiar with D&D — they’ve already learned the game.

So why would you go to the effort of learning a new game and then convincing other people to learn a new game in order to achieve an experience that you can already largely accomplish with a game you know and for which it’s easy to find experienced players?

Now, to be clear: 4th Edition will not be a fantasy heartbreaker. It’s got the Dungeons & Dragons trademark, tons of marketing muscle, and plenty of people who were either dissatisfied with 3rd Edition or just like anything shiny and new. From a commercial standpoint, it’s going to be a huge success by the standards of the industry. (The only open question is (a) whether it will be as large of a success as it could have been if it had taken a different route and (b) whether it will be a success by WotC’s standards.)

But for me, personally, I look on 4th Edition in much the same way that I’ve looked at the many fantasy heartbreakers I’ve read and played over the years. Only moreso. The game I love is not to be found here, and the game that has replaced it beneath the same shiny trademark is (a) intentionally designed to be inferior at doing all of the things that I enjoy doing with D&D and (b) sloppily designed in some fairly fundamental ways. And even if that wasn’t true, 4th Edition has failed to offer any substantive improvements or innovations that would justify abandoning my existing mastery of 3rd Edition in order to learn a fundamentally different game (which is, nevertheless, attempting to scratch the same itch).

D&D is dead. Long live 4th Edition.

But not for me.

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