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faun
Posts: 163
Joined: Thu 23 May 2019, 20:02
Location: Seattle, WA, USA

Re: Populating Dungeons

Thu 24 Oct 2019, 04:21

Wow. Not coming from a D&D background, I'm a bit amazed a DM rely on some kind of pre generated weighting system of the developer to determine encounter. 
one of the better tools to that end is http://kobold.club/fight you get to decide the total session pool, how much you want to expend of the party resources with this encounter, and how much xp to award at the end. In dnd it is necessary or you'll get a TPK which is for some reason bad.

you mentioned about the weakness of MU vs Paladin. Well in 5e thats not the case any longer. A MU has more HP than OSR, they have continuously available magic (Cantrips) that can cause some fairly significant damage, some of the classes have have abilities that allow a recharge of spell slots with a short rest, and Magic Missile auto hits and does between 6-15 damage each time it is cast. Conversely Paladins powers always take a long rest to recover, weapons do less damage than in prior editions and monsters generally have slightly higher ACs so they are very much on par, especially at 1st level. and lets not talk about how much they nerfed higher level magic users...
 
Mr Oldtimer
Posts: 76
Joined: Sun 14 Apr 2019, 12:01

Re: Populating Dungeons

Thu 24 Oct 2019, 08:00

Thank you Faun. I’ll head over to that Kobolt club and have a look, just for ideas.
Oh, and I’m glad to hear the MU have been balanced a bit since my brief experience with AD&D back in the days...
 
coeranys
Posts: 4
Joined: Wed 04 Dec 2019, 00:51

Re: Populating Dungeons

Wed 04 Dec 2019, 00:58

Is it weird that my first thought for how useful a CR style system would be is so that I could determine if there were two groups of enemies somewhat near each other, how big they would need to be to maintain an equilibrium point? Like, if a monster is CR 5, if there were a nearby group of orcs, they would need to be CR6+ in size in order for it not to have eaten them, but not bigger than like 7 or 8 or they would consider it worth it to band together and kill the monster? Maybe I'm just odd, but any time I am running a game like this where I'm populating a world, situations like that seem to come up in my notes, and I feel like I need to work out these numbers myself. That has always been the most useful part of CR in other games I have played - making a balanced ecosystem without having to do thunderdome style battles between monsters to figure out how they match up.
 
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Fenhorn
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Joined: Thu 24 Apr 2014, 15:03
Location: The Pearl of Lake Vänern.

Re: Populating Dungeons

Wed 04 Dec 2019, 01:34

Why should the world be balanced compared to the players  :?:
“I’d say thistles, but nobody listens to me, anyway.” - Eeyore
 
coeranys
Posts: 4
Joined: Wed 04 Dec 2019, 00:51

Re: Populating Dungeons

Wed 04 Dec 2019, 22:20

Why should the world be balanced compared to the players  :?:
I don't necessarily think that they should be, but there's a lot of cases where I'd like some assistance figuring out how to balance them against each other.
 
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Ebrim
Posts: 201
Joined: Tue 30 Jul 2019, 22:51

Re: Populating Dungeons

Thu 05 Dec 2019, 03:28

I'm just not sure what that would look like. There's no real way to measure character combat power as characters are often built to do many things, only one of them fighting. As players grow and expand they don't necessarily become anymore combat potent.

Really, put in a dungeon (I just think of dungeon as a cave, mine, actual subterranean holding cells, or temple) what kind of should be there based upon what your vision for it is (who built it?, why?, who's there now?). It's not just a series of rooms for people to murder things in... I mean I guess it can be if you want it to be but that's part of the reason why there's probably not a ton of official support to create that.
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