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# 5e Quick Encounter Building | ||
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When building encounters, start by choosing the type and number of monsters that make sense for the situation. Then use the following guidelines to compare the challenge rating of the monsters, the level of the characters, and the ratio of monsters to characters. If the quantity of monsters or their challenge rating is beyond the indicated guidelines, the encounter might be deadly. Be especially careful with potentially deadly encounters when the characters are 1st level. | ||
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## For Characters of 1st Level | ||
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* CR 0 to 1/4: One monster per character | ||
* CR 1/2: One monster per two characters | ||
* CR 1: One monster per four characters | ||
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## For Characters of 2nd to 4th Level | ||
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* CR = 1/10 level: Two monsters per character | ||
* CR = 1/4 level: One monster per character | ||
* CR = 1/2 level: One monster per two characters | ||
* CR = Level: One monster per four characters | ||
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## For characters of 5th to 20th Level | ||
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* CR = 1/10 level: Four monsters per character | ||
* CR = 1/4 level: Two monsters per character | ||
* CR = 1/2 level: One monster per character | ||
* CR = 3/4 level: One monster per two characters | ||
* CR = Level + 3: One monster per four characters | ||
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Finally, tune encounters by adjusting the number of monsters, increasing or decreasing hit points, or making named or unique monsters more powerful. | ||
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**Hit Points:** Standard monster hit points are an average of the monster's HD range. You can increase or decrease hit points within that range to model particularly weak or particularly strong monsters. To make a fight easier, you can also treat monsters as "instant minions," ignoring their usual hit points and letting a single attack kill them. Having a few enemies die quickly can turn the tide in favor of the characters and keep a battle from feeling stale. | ||
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**Named Monsters:** Adding an extra attack or maximizing damage can make a named monster or unique foe more challenging. Named monsters can also be given legendary actions or the Legendary Resistance feature to make the fight more interesting. |
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# Building an RPG Group | ||
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## Finding and Maintaining a Solid Group | ||
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Finding and maintaining a solid group for roleplaying gaming remains the most difficult task for many GMs. This section offers suggestions for finding players that fit well with your group, and for keeping that group going for years to come. | ||
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## Finding Players | ||
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The first step to building an RPG group is finding players. Some of the most common ways to find players for a group include the following: | ||
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* Recruit friends and family | ||
* Recruit coworkers | ||
* Ask about putting a notice up at your local game store or library | ||
* Join local organized play groups | ||
* Seek LFG (Looking for Group) forums on Discord, Reddit, Meetup, Next Door, and other forums | ||
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## Selecting Players | ||
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Before you invite a player to your gaming group, ensure that they're the right fit for your game and the other players. Start by asking a prospective player questions about their commitment, play style, and reaction to your style of play. Example questions might include the following: | ||
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* Do they live nearby, and can they commit to the game's schedule? | ||
* Do they consider themselves a more story-focused or more tactics-focused player? | ||
* Are they okay playing with theater-of-the-mind combat or playing on a battle grid? | ||
* What do they enjoy most about RPGs? | ||
* How do they weight their enjoyment of the following: NPC interaction, exploration, world lore, character background, character optimization, and tactical combat? | ||
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Asking questions isn't about getting right or wrong answers. Rather, questions can help you identify players who will fit well into your game. They'll also help you determine if there are things a player desires that they're not going to find in your game. | ||
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Take the time to meet one-on-one with a prospective player and talk to them about what they want from your game and what experiences they've had with other groups. Go with your gut judgment on whether each player you meet will be a good fit for your group. | ||
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If they seem like a good fit, invite a player to a single-session game or a short series of games at a different time than your regularly scheduled session, ideally with one or more regular players from your group. See how they fit in during an actual game. If they don't fit, you don't have to invite them to another game. But if they do feel like a good fit, you can invite them to your regular game and see how things go. | ||
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## Flexible Numbers of Players and On-Call Players | ||
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Decide on the minimum and maximum number of players for any given session. A minimum of three and maximum of six is often ideal. While seeking players, you might find some who can't commit to a regularly scheduled game, but who can come from time to time. Put these players on an "on-call" list so that if you have an open chair, you can ask them if they're able to fill it. Putting prospective new players on an on-call list is also a good way to see if they're a good fit for the group before they become a regular player. | ||
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## Choose a Regular Schedule | ||
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Rather than attempting to schedule games from session to session, find a set day and time to run your games and stick to it. Run games every week if possible. Otherwise, try every other week at the same day and time. Choose regular, shorter games rather than longer, more infrequent games to help with scheduling. | ||
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## The Game Must Go On | ||
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Run the game as regularly as you can. Don't cancel games if one or two players can't make it. If you're able to play with as few as three and have a regular group of six, it should take four players canceling before you have to call off a game. The more consistent the game, the more likely that the players will make it a part of their regular schedule. | ||
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If you find that certain players are regularly missing the game, ask if they would prefer to be on your on-call list, and then seek a new player with better availability. | ||
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## Let Absent Characters Fade into the Background | ||
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Don't worry about what happens to characters in-game when a player misses the session. If there is an easy way for the character to step out of the story, take it. Otherwise, just let the character fade into the background. Your players will understand why you're taking such liberties with the universe, and that in-world consistency isn't as important as making allowances for the realities of people's lives. |
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# Connecting Characters | ||
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During your session zero of a new campaign, or if you're running a single-session one-shot game, consider establishing connections between the characters to help build a cohesive bond between them before the game begins. This can help prevent ham-fisted and convoluted attempts to build a story that connects the characters, when all the players already know perfectly well that they're coming together simply for the adventure. | ||
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This section presents two potential approaches to connecting characters. First, all the characters can be previously connected through a single organization, faction, or patron, using ideas from the Group Connections table. Alternatively, each character can establish a connection to one or more other characters through a personal relationship and history, using ideas from the Character Connections table. Players can work together to come up with these shared histories based on the overall themes of the campaign, or the group can randomly select potential relationships and tweak the results as desired. | ||
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For individual connections, each player can roll on the Character Connections table to establish a relationship with the character of the player on their right. Going once around the game table this way means that every character will have two relationships-one with the player on their right and one with the player on their left. | ||
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For single-session games, consider establishing a single group relationship for all the characters before the game begins. This relationship can directly tie into the story of the adventure, and will speed up the game by eliminating lengthy discussions about how the characters got together. | ||
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## Group Connections | ||
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1. Mercenary company | ||
2. Self-employed investigators | ||
3. Official investigators | ||
4. Royal advisors | ||
5. Thieves' guild | ||
6. Secret society | ||
7. Religious investigators | ||
8. Adventuring company | ||
9. Business investigators | ||
10. Assassins' guild | ||
11. Wizarding school | ||
12. Monastic students | ||
13. Gladiator school | ||
14. Military specialists | ||
15. Spy network | ||
16. Constabulary | ||
17. Magically bound servants | ||
18. Divinely inspired | ||
19. Protectors of the common folk | ||
20. Seekers of vengeance | ||
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## Character Connections | ||
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1. Sibling of | ||
2. Saved by | ||
3. Served with | ||
4. Protected by | ||
5. Adventured with | ||
6. Friendly rival of | ||
7. Childhood friend of | ||
8. Magically bound to | ||
9. Survived with | ||
10. Escaped with | ||
11. Apprentice of | ||
12. Acolyte of | ||
13. Idolizes | ||
14. Drinking buddies with | ||
15. Business associate of | ||
16. Lost a bet to | ||
17. Indebted to | ||
18. Trained by | ||
19. Dueling partner of | ||
20. On the run with |
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