I have never been fan of systems that dictate building encounters in roleplaying games. I’m the kind of GM who has always relied on the “eyeball it” method that comes with enough experience with games. While this gave me great freedom in how I approached things it also meant that I was often adjusting stats and scores during the encounter when things turned out too tough or too easy. I thought this was the best way to do things because, let’s be honest, any balancing system is going to have trouble accounting for the near infinite possibilities that can happen in an rpg.
So imagine my surprise when I discovered how much fun I was having building encounters in 4e using the standard system. Let me start by saying that it’s no holy grail of encounter design systems, but it is very, very robust and, most importantly, consistently gives good results. And by good results I mean really fun encounters, of course.
I think a lot of the breakthrough here is that monsters aren’t just given a power rating, like Challenge Ratings in 3E, but are given a role along with it. By looking at creature’s level and role you instantly know what it’s going to be doing on the battlefield and how tough it’s going to be for the players to take down. This means you don’t have to have a lot of experience with either the system or the creature itself to know what it should be doing in a battle. While this is by no means rocket science, this simple bit of explicitness makes designing an interesting encounter fairly easy once you know how to apply all the new information.
The Dungeon Master’s Guide does a fantastic job of walking a Dungeon Master through the ropes, even giving example encounter setups that one just needs to plug the monsters into. The later advice on customizing monsters, particularly about reskinning and adjusting levels just adds more tools to the toolbox. Using these is an excellent way of getting familiar with what works and what doesn’t in scenario design. Really, as long as you take in the advice in the DMG, it’s pretty tough to run a really poor encounter.
That said, experience still plays a huge role, as does group composition. A party with a bunch of strikers may have a great time taking on a monstrous brute and his crew while one made up of primarily defenders and leaders would find that fight a long grind. The DMG is a great guide, but it doesn’t tell you that nor a handful of other useful encounter tidbits. So, here’s what my experience as a 4th Edition DM has taught me: Read the rest of this entry »






Francis
One of the hardest things about playing rpgs is breaking into the hobby. Without a knowledgeable hand to guide you, deciphering the myriad of terminology, niches, and reviewer biases can be absolutely mind-boggling. And don’t discount this problem to apply to just gaming newbies. Even the experienced gamer may have to do a whole lot of research on what he needs to get to play or run a certain game. Finally, the whole thing is complicated by the fact that not every rulebook is, to put it gently, complete.

Welcome, weary internet travelers! The kind overlords at Ideology of Madness have given me this new column as a place to spew my incoherent babbling about gaming. Some would say I already do that enough over at