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Encounter Building: Revised XP Threshold by Character Level Table
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<blockquote data-quote="cooperjer" data-source="post: 6992537" data-attributes="member: 6862150"><p>After each game I distribute a poste game note telling the players what the encounter difficulty was for each encounter. Most of the time the response was "Really? That didn't feel deadly." I think on one occasion they were surprised that the encounter was rated Hard because it felt deadly. In the dungeons coming up I've started setting the encounter based on the Daily XP (DRXP) values listed in the DMG. My current estimate is that I want an encounter with a DRXP minimum of 8%. I feel a DRXP of 30% is probably the maximum I want to use. What I've observed from reviewing two game sessions worth of data is the following:</p><p></p><p>1. Resource consumption in a party is not equally distributed. One character will use more resources than a different character in the party.</p><p>2. 50% consumption of the parties resources may mean 70% to 80% of one characters resources and 30% to 20% of another characters resources. This results in one player saying they need a long rest and a different player saying they need no rest.</p><p>3. 80% consumption or resources feels like the party is completely drained of resources and need a long rest. Or when a player is looking at only 20% health remaining, 20% of spell slots remaining, and 20% of a character resource (Lay on Hands, Sorc Points, etc.) they are thinking it's time to leave a combat or avoid a combat at all costs.</p><p></p><p>I would like to propose that instead of using the labels of Easy, Medium, Hard, Deadly, let's look at the percent of Daily XP for that encounter. What have you seen as Deadly and what have you seen as Easy based on player feed back?</p></blockquote><p></p>
[QUOTE="cooperjer, post: 6992537, member: 6862150"] After each game I distribute a poste game note telling the players what the encounter difficulty was for each encounter. Most of the time the response was "Really? That didn't feel deadly." I think on one occasion they were surprised that the encounter was rated Hard because it felt deadly. In the dungeons coming up I've started setting the encounter based on the Daily XP (DRXP) values listed in the DMG. My current estimate is that I want an encounter with a DRXP minimum of 8%. I feel a DRXP of 30% is probably the maximum I want to use. What I've observed from reviewing two game sessions worth of data is the following: 1. Resource consumption in a party is not equally distributed. One character will use more resources than a different character in the party. 2. 50% consumption of the parties resources may mean 70% to 80% of one characters resources and 30% to 20% of another characters resources. This results in one player saying they need a long rest and a different player saying they need no rest. 3. 80% consumption or resources feels like the party is completely drained of resources and need a long rest. Or when a player is looking at only 20% health remaining, 20% of spell slots remaining, and 20% of a character resource (Lay on Hands, Sorc Points, etc.) they are thinking it's time to leave a combat or avoid a combat at all costs. I would like to propose that instead of using the labels of Easy, Medium, Hard, Deadly, let's look at the percent of Daily XP for that encounter. What have you seen as Deadly and what have you seen as Easy based on player feed back? [/QUOTE]
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Encounter Building: Revised XP Threshold by Character Level Table
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