Want to help support the channel? Get your name listed at the end of my videos by joining my Patreon : ▶️ www.patreon.com/HowItsPlayed/ Thank me with a cup of coffee! ▶️ ko-fi.com/HowItsPlayed --------------------------------------------------------------------------------------------------------- Follow me on social media: Twitter: @How_Its_Played_ Facebook: facebook.com/HowItsPlayed/
Thanks for the shoutout, man! Glad you found "The List" useful. And "Phases" is 100% correct and brilliant - a more than worthy inclusion to The List. ;)
A very useful and insightful video. I will definitely be keeping "The List" in mind when I start building my next campaign. When watching this video, a thought that came to me was to avoid placing bottlenecks at entrances to the room. Yes, guards at the door might make sense, but you don't want the entire party stacked up on the door because of one nameless goon.
When using the "Rule of 6" you should keep in mind that you're essentially countering AOE based spell. If you over-use this strategy your spellcasters will have a hard time feeling like they are effective. Sometimes it's okay to let the caster "end a fight early.. by nuking everything with aoe at the beginning".
Annother wonderful video. Not just how to determine the monters numbers in a PF2 encounter, but things every GM should remember about encounter builing. I have been GMing for decades and often forget some of these things. Nice to see how another GM goes about it.
Another tip (which kinda counts to the hazard category) is to have a third party. For example when fighting goblins in the wild and having a (weak) giant eagle fly above them, picking at one of the creatures or PCs randomly, or when fighting people in a city alley, having guards come in who try to capture/arrest both bandits and the party
Phasing is super useful, it helps with encounter balance and dm rolling time per round. Having the number of enemies hidden makes it so that you can very easily ramp it up or down by changing how any and how fast you add enemies. Let's not forget action economy.
Yeah! Phases are the way to go. When your players start thinking that this was too easy, BAM, the beaten up vampire transforms into a massive monstruos bat like creature, or mommy Yetti comes home running to see who's messing up with her babys
This is perfect! One of the things I've always struggled with as a GM is ilcombat, and of course combat is what my players are most interested in. I'm really good at role playing and world building, which my players suck at, because of course that's how my luck works.
Great videos for starters and it gave me some thoughts! while watching. While not a specific part of encounter building but keeping in mind the intent of your encounter. Since that will help with the direction of the encounters you make. Sometimes an encounter doesn't need to be a struggle, if the players are meant to find these weak baby monsters to lull them into a false sense of security or suspicion as the true terror lies further ahead. Sometimes you also want to tactically neglect these rules to invoke feelings in your players, like intentionally clustering enemies to invite a fireball being spent on them. Maybe starting with flat terrain because the enemies are going to explicitly disrupt it. Of course those are more contextual but always fun food for thought.
Thanks for the great advice! For a long while, I've been feeling unsatisfied with encounters I've run. You've just reinforced a few things I've been thinking of trying, and pointed me in few other directions too. I'd love to see you make an example of the process video when the series is complete.
I like to use the "Lazy DM" series of books when designing too. I also like any book with simple, one-shot scenarios I can slot into any campaign, like Kobold Press' "Book of Lairs", and would also recommend "Eureka: 501 Adventure Plots to Inspire Game Masters" for coming up with adventure ideas.
Another great video! I will surely re-watch it 10 or more times haha. I try and get many of these elements in my campaign but for lighting, one of my players has an ever burning mace that emits light 30 feet and low light to 60 I believe. Is there anything I can do to include darkness or lowlight that would still not rob them of that items ability?
Want to help support the channel?
Get your name listed at the end of my videos by joining my Patreon :
▶️ www.patreon.com/HowItsPlayed/
Thank me with a cup of coffee!
▶️ ko-fi.com/HowItsPlayed
---------------------------------------------------------------------------------------------------------
Follow me on social media:
Twitter: @How_Its_Played_
Facebook: facebook.com/HowItsPlayed/
Thanks for the shoutout, man! Glad you found "The List" useful. And "Phases" is 100% correct and brilliant - a more than worthy inclusion to The List. ;)
Hey! Thanks for the Order 66 (which, I swear, I NEVER listen to)! Hope all is well with you, TG, and GM Dave!
I wish I listened to the Order 66 podcast, but I never have.
Your Pathfinder 2E videos are so incredibly helpful and well-presented. Thank you so much for these!
You're very welcome!
I am totally stealing that (Rule of 6), it's so simple and effective. I'd love to see you design an OTT encounter putting all these rules to use.
Great shoutout to the Order 66 podcast, those guys are fantastic!
Indeed!
Thank you very much for this tips. I especially like the Rule of 6 and your suggestions about phases.
You're very welcome!
Dude, I loved order 66 back in the day! Haven’t listened in a while, but they give you some great advice! Way to keep the tradition alive
A very useful and insightful video. I will definitely be keeping "The List" in mind when I start building my next campaign. When watching this video, a thought that came to me was to avoid placing bottlenecks at entrances to the room. Yes, guards at the door might make sense, but you don't want the entire party stacked up on the door because of one nameless goon.
When using the "Rule of 6" you should keep in mind that you're essentially countering AOE based spell. If you over-use this strategy your spellcasters will have a hard time feeling like they are effective. Sometimes it's okay to let the caster "end a fight early.. by nuking everything with aoe at the beginning".
Annother wonderful video. Not just how to determine the monters numbers in a PF2 encounter, but things every GM should remember about encounter builing. I have been GMing for decades and often forget some of these things. Nice to see how another GM goes about it.
Glad you enjoyed it!
Another tip (which kinda counts to the hazard category) is to have a third party.
For example when fighting goblins in the wild and having a (weak) giant eagle fly above them, picking at one of the creatures or PCs randomly,
or when fighting people in a city alley, having guards come in who try to capture/arrest both bandits and the party
Great suggestion!
Really cool list that you shared! I will make sure to remember the skill section for the next dungeon.
Glad it was helpful!
Phasing is super useful, it helps with encounter balance and dm rolling time per round.
Having the number of enemies hidden makes it so that you can very easily ramp it up or down by changing how any and how fast you add enemies. Let's not forget action economy.
This was a great video, and very helpful. This is something that I'm definitely going to look into more when I'm prepping for my games. :)
Glad it was helpful!
Very timely for me. Thanks.
Yeah! Phases are the way to go. When your players start thinking that this was too easy, BAM, the beaten up vampire transforms into a massive monstruos bat like creature, or mommy Yetti comes home running to see who's messing up with her babys
Awesome summary of super vital encounter design!
Thank you kindly!
very cool. I love that pathfinder 2e already lends itself to using movement in combat already this helps map for it
Brilliantly presented. Your videos are always a pleasure to watch. Definitely using these to improve my games. Thank you.
Great video, can't wait for the other parts!
Coming soon!
This video was full of extremely useful advice. Thanks!
You're very welcome!
This is perfect! One of the things I've always struggled with as a GM is ilcombat, and of course combat is what my players are most interested in. I'm really good at role playing and world building, which my players suck at, because of course that's how my luck works.
Great videos for starters and it gave me some thoughts! while watching.
While not a specific part of encounter building but keeping in mind the intent of your encounter. Since that will help with the direction of the encounters you make. Sometimes an encounter doesn't need to be a struggle, if the players are meant to find these weak baby monsters to lull them into a false sense of security or suspicion as the true terror lies further ahead. Sometimes you also want to tactically neglect these rules to invoke feelings in your players, like intentionally clustering enemies to invite a fireball being spent on them. Maybe starting with flat terrain because the enemies are going to explicitly disrupt it. Of course those are more contextual but always fun food for thought.
Thanks for the great advice!
For a long while, I've been feeling unsatisfied with encounters I've run.
You've just reinforced a few things I've been thinking of trying, and pointed me in few other directions too.
I'd love to see you make an example of the process video when the series is complete.
I have an example video planned for between parts 2 and 3!
Commenting solely to boost this sick ass channel
You've had some videos that were real gems, or this one will be super useful. I'm going to go change up my next encounter.
5:30 I see that map from Lost Mine of Phandelver rotated 90° clockwise. The best written 5e module.
Excellent advice!
Glad it was helpful!
Great tips! Thank You!
You're very welcome!
Brilliant and thank you very much.
You're very welcome!
Thanks a lot!! These are so useful!!
Any references (other than the podcast), that you use for encounter, adventure, and/or campaign design?
I like to use the "Lazy DM" series of books when designing too. I also like any book with simple, one-shot scenarios I can slot into any campaign, like Kobold Press' "Book of Lairs", and would also recommend "Eureka: 501 Adventure Plots to Inspire Game Masters" for coming up with adventure ideas.
@@HowItsPlayed I’m currently using 501 too. I really like it. Thanks for the other suggestions.
Amazing video for dms
That shark-octopus encounter looks amazing. Where can I find that image?
I'm wondering that too lol. I did manage the find the statblock though www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/lusca/
second follow up, found it lol pathfinderwiki.com/wiki/Beyond_the_Veiled_Past cover for AP #126
1:40 where did you get that map?
Another great video! I will surely re-watch it 10 or more times haha.
I try and get many of these elements in my campaign but for lighting, one of my players has an ever burning mace that emits light 30 feet and low light to 60 I believe. Is there anything I can do to include darkness or lowlight that would still not rob them of that items ability?
I would consider finding a way to include concealment that is not based on light/darkness. Fog or smoke, for example.
@@HowItsPlayed Great Idea! They are heading into a swamp in the next session so that will work nicely, Thank you!
@dave was part 2 and part 3 produced? I could not find them
Sure... check these out:
ua-cam.com/video/UMjhH7yAxOI/v-deo.html
ua-cam.com/video/2HzvbGcYYFE/v-deo.html
ua-cam.com/video/NrtDSlX1XzM/v-deo.html
Hello, algorithm
Thanks!
Algorithmn feeding time.