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BFRPG Question: Mathing out dungeons...

Posted: Tue Mar 10, 2009 3:47 am
by Zuzu
Hey everyone!

I am looking to start up a group with Basic Fantasy and had a question.

How do I create groups of monsters that are appropriate for my party size and level? Is there some sort of rule that I can use so that I am not making encounters more difficult or easy then they should be?


I am familiar with 3.5 and a bit of 4th, and have looked at the OSRIC a bit.

Thanks for your help. I really like the concept of Basic Fantasy, and would love to get some of my friends playing!

Re: BFRPG Question: Mathing out dungeons...

Posted: Fri Mar 13, 2009 1:48 pm
by Solomoriah
There's no hard-and-fast rule for this. Let me note that this is a distinct difference between "old-school" and "modern" games... the modern games have specific mathematics for figuring out the challenge level of a group of monsters, and with that the assumption that a group of monsters should never be more than a given encounter level to fight a given group of characters. I've actually seen latter-day players complain that the GM put monsters against them that he "shouldn't have."

Bah. The real world is dangerous, and so is a good fantasy world. When a group of player characters meet a group of monsters, they need to be prepared to fight, or hide, or run, or whatever is appropriate. It is never a foregone conclusion that they "should" win.

Now it's true, in old-school play we do try to prepare adventures suitable for our player groups. Still, there will be encounters they should run from, or otherwise avoid.

But your question is, how do you as a GM prepare reasonable encounters. First, consider a monster's hit dice as roughly equivalent to its level. Monsters which require magic to hit, or which have one or more stars (indicating special abilities) might be considered a level or two higher. If you want to use slightly higher level monsters in smaller numbers, or weaker monsters in larger numbers, that's cool. If an encounter doesn't HAVE to be fought out to finish the adventure, putting in a few powerful monsters that they should run from is good; teach them to run away. I do recommend, if you are starting with a group of 3.xe/4e players, that you warn them about this sort of thing before dumping them into the dungeon.

Re: BFRPG Question: Mathing out dungeons...

Posted: Sat Mar 14, 2009 1:16 am
by Zuzu
Ahh, this makes a lot of sense. I think it will be very fun and interesting for everyone in my group to get some experience of the older style of play. Thanks for the info, and for the great system! All my players are looking forward to it! :D

Re: BFRPG Question: Mathing out dungeons...

Posted: Fri Mar 27, 2009 2:07 pm
by Galadrin
Here's a thought; don't be afraid to put monsters wandering around that are far too dangerous (for your party) to fight, but also do not force the party to fight. Arguably, the original Dungeons & Dragons game is not about frequent combats. One third of the time they should talk to the monsters, another third they should fight and the last fraction they should flee. If your players achieve this ratio, you're probably doing a great job as DM!

Re: BFRPG Question: Mathing out dungeons...

Posted: Fri Mar 27, 2009 5:29 pm
by Solomoriah
Bah! The very thought of a ratio undermines the old-schoolness of it all!!!

:D