Earthdawn Eastmarches
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An online Earthdawn game in the Westmarches style, played over Discord and Roll20, with a focus on community building and player rights.
 
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 Guidelines for GMs: Mission Design

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Join date : 2017-09-28

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PostSubject: Guidelines for GMs: Mission Design   Guidelines for GMs: Mission Design I_icon_minitimeThu Sep 28, 2017 11:59 pm

Encounter Design

Encounter design is an art, not a science, but we have attempted to apply some science to the art.  Be considerate in your encounter design, and remember that not all parties are created equal. PLEASE gather data on the formula below as you run games and discuss them with other GM' and at the table with your players.  These guidelines will be changed as we discover what is most likely to constitute a balanced encounter in the random pickup of the Eastmarches game style.

An average encounter is four enemies of the same Circle rating as the mission. Currently the observation is that one enemy at +2 difficulty is the same as four enemies at difficulty (i.e. one C3 bear is the same as four C1 termites); one enemy at +1 difficulty is the same as two enemies at difficulty (i.e. one C4 Great Bear is the same as two C3 bears).

Difficulties

An easy mission should contain 1x encounter at -1 Circle rating; 1x encounter at Circle rating -1 enemy; 1x encounter at Circle rating; 1x encounter at Circle rating +1 enemy
Examples:

A typical mission should contain 1x encounter at Circle rating -1 enemy; 2x encounters at Circle rating; 1x encounter at Circle rating +1 enemy.
Examples:

A difficult mission should contain 1x encounter at Circle rating -1 enemy; 1 encounter at Circle rating; 2 encounters at Circle Rating +1 enemy; 1 encounter at +1 Circle rating -1 enemy.
Examples:

Non-combat Encounters

For social or puzzle encounters, consider the number of objectives within the encounter as if they were enemies, as well as any difficulty modifiers related to the number of monsters. Higher Circle encounters should have difficulties commensurate with the difficulty table on p160 of the GM's guide.

Social Encounter breakdown:

Traps

As a rule of thumb, never use traps with a damage step rating higher than half your party's lowest Death Rating.  If the original trap design was higher than that,  reduce it right away!
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