How to Build encounters

     Encounters should be built based on the team dynamic. What do I mean? Let's say your players have many defenders, high AC characters they're playing, but they're low on HP for their builds but make up for it with a high amount of damage. If you want to make a challenge, throw high-accuracy monsters at them as such or very quick high damage fighters. If you want it to be easy for them, throw something at them they're able to deal with.

    The truth is there is never going to be a one size fits all approach. You need to learn how to dynamically build your encounters; otherwise, you won't have effective, interesting encounters. Not all classes are made equal, and that is why combat is design the way it is. GMs and DMs, if you desire to create a good challenge, then think through what you're putting together; otherwise, the players will just beat it. On the other hand, you can't always do this and have already pre-built combat encounters or running a module.

    This is where the other idea comes into play; build the creatures differently from the normal tactics to discourage and defeat meta play. The idea is to discourage players from cheating and encourage thinking with said builds. This means that players who thought they remembered off the top of their head that the ice dragon is weak to fire now encountering an ice dragon with a fire merged part will have to think outside the box instead of just meta-gaming. Yes, I know that sounds oddly specific if I'm honest, but you get the point.

    Challenge ratings are made for a reason but don't just rely on the creature's challenge rating alone; otherwise, you'll create goofy encounters. It's also encouraged to give some encounters class levels to create a unique challenge as well; do this even with dragons but have it make sense to the creature, of course.

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