How do you do encounter design?
Posted: Fri Feb 03, 2023 6:18 am
Obviously there's two major aspects to a campaign: the over-arching story line (the "campaign map" level), and the specific encounters within it ("dungeon crawls" for want of a better term.), whether those be a plot-critical encounter or some random cave the characters decided to wander into because they got bored and wanted to find something to hit.
Does anyone with more experience than me (so literally any, really XD) with running a campaign have any tips and tricks for designing a dungeon crawl? Specifically with making it just exactly the right level of "difficult". In D&D you have clear "challenge ratings" for enemies, which help you figure out what enemies and how many your player party should find enjoyably challenging, without either casually obliterating an entire room full of enemies in ten seconds (can be an awesome feeling the first time it happens, but it probably gets boring quickly), or getting completely stomped (TPKs are never fun, even less so if they feel "unfair"). In the Megaversal system it doesn't seem as easy; You can compare HP/SDC/MDC, attacks per melee and level, but for example, a level 3 vampire from Rifts Earth is probably going to be WAY more of a hassle than a level 3 Byzantium Marine.
So how do you guys look at an encounter and say "Yeah this looks about right" or "... nah this room alone is way above the party's weight class, and that wasn't even the dungeon boss"? Some good "rules of thumb" would be really handy.
Does anyone with more experience than me (so literally any, really XD) with running a campaign have any tips and tricks for designing a dungeon crawl? Specifically with making it just exactly the right level of "difficult". In D&D you have clear "challenge ratings" for enemies, which help you figure out what enemies and how many your player party should find enjoyably challenging, without either casually obliterating an entire room full of enemies in ten seconds (can be an awesome feeling the first time it happens, but it probably gets boring quickly), or getting completely stomped (TPKs are never fun, even less so if they feel "unfair"). In the Megaversal system it doesn't seem as easy; You can compare HP/SDC/MDC, attacks per melee and level, but for example, a level 3 vampire from Rifts Earth is probably going to be WAY more of a hassle than a level 3 Byzantium Marine.
So how do you guys look at an encounter and say "Yeah this looks about right" or "... nah this room alone is way above the party's weight class, and that wasn't even the dungeon boss"? Some good "rules of thumb" would be really handy.