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faun
Posts: 164
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: 388
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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Posts: 4429
Joined: Thu 24 Apr 2014, 15:03
Location: Sweden

Re: Populating Dungeons

Wed 04 Dec 2019, 01:34

Why should the world be balanced compared to the players  :?:
“Thanks for noticin' me.” - 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: 468
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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mafusael
Posts: 75
Joined: Sat 15 Dec 2018, 23:09
Location: Poland, Warsaw

Re: Populating Dungeons

Wed 18 Dec 2019, 12:31

I may be overlooking it, but is there guidance in the Gamemaster's Guide for how many creatures to place in a particular room of a dungeon? I recall there being advice on how to roughly balance fights. If there isn't, how do you determine the number?
Just use this generator, bro.
https://perchance.org/fl-dungeon-generator
It can't fit well every time but amazing to ignite inspiration on fly in front of the players.
Custom GM Screen and Character Sheet for FbL
https://drive.google.com/open?id=1NTsVe ... YaBTUd9Rau
 
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lupex
Posts: 861
Joined: Sun 08 Oct 2017, 13:16

Re: Populating Dungeons

Thu 19 Dec 2019, 20:51

Glad you like it.  :)
YZE Bestiary - https://www.drivethrurpg.com/product/320924/The-Servants-of-Memory

My Blog - https://is-it-a-monster.blogspot.com/

Instant Session - https://perchance.org/fl-session-generator

Monsters - https://perchance.org/fl-monster-generator
 
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mafusael
Posts: 75
Joined: Sat 15 Dec 2018, 23:09
Location: Poland, Warsaw

Re: Populating Dungeons

Fri 20 Dec 2019, 01:47

Glad you like it.  :)
You've made amazing generators ;)
Custom GM Screen and Character Sheet for FbL
https://drive.google.com/open?id=1NTsVe ... YaBTUd9Rau
 
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lupex
Posts: 861
Joined: Sun 08 Oct 2017, 13:16

Re: Populating Dungeons

Fri 20 Dec 2019, 09:47

You've made amazing generators ;)
Thank-you
YZE Bestiary - https://www.drivethrurpg.com/product/320924/The-Servants-of-Memory

My Blog - https://is-it-a-monster.blogspot.com/

Instant Session - https://perchance.org/fl-session-generator

Monsters - https://perchance.org/fl-monster-generator

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