of the Dungeon Master’s Guide describes “The Adventuring Day”. I’ll attempt to break this down into individual treasure to allow the campaign skeleton to scale up and down for parties of different sizes, but some amount of rounding will be required. Therefore, the rules for treasure assume that the treasure is divided among four characters. The math for CR assumes that a single creature is an average-difficulty encounter for four player characters. 5th edition is balanced to be played without magic items, so this shouldn’t have any further effect on the campaign skeleton. If you don’t want to use magic items in your game, remove them. We will make the same assumption because the majority of Dungeons and Dragons campaigns include magic items. These rules don’t account for games with varying levels of magic, and they assume that you are using magic items in your game. The Dungeon Master’s Guide includes rules for random treasure. You can use the campaign skeleton to get an idea of the number of encounters to include, then abandon experience points altogether, thereby achieving more flexibility in encounter design without altering the pace of the game. This is one of the easier assumptions to change. This means that players will need a certain number of encounters of CR equal to their level worth of experience to gain a level. The campaign skeleton will assume that you are awarding experience points rather than using “Milestone Leveling” or some other system. Tweaking these assumptions will result in changes to the “skeleton” which we will be building in this article. The remainder of this article relies on a handful of assumptions. How many in-game days does it take to reach level 20? Assumptions.How many magic items should I give my players at each level?.How much gold should I give my players at each level?.How many encounters should players face at each level?.This article clearly answers several questions about 5th edition and its underlying math: If you’ve ever worried that you’re not giving your players enough treasure, this article will help you determine exactly where and when you should place it. If you’ve ever worried that you don’t have enough content to get players to level 20 (which isn’t necessarily a bad thing), this article will help you find out where you have gaps. If you’ve ever had a great idea for a dungeon or a piece of treasure and didn’t know where to fit it into your campaign, this article will help you do it.
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By making some base assumptions we can build the mechanical skeleton of a campaign and determine exactly where things need to go.īut why do this? Why is this important? Because I have never once met a DM who thought of an entire campaign starting at the beginning and proceeding in order to the end. Instead, this article breaks down the underlying math and mechanics of a campaign run from 1st level through 20th, including all of the encounters, experience, and treasure.
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This article will help you with none of those problems. But with some effort (and a little bit of math), we can find a skeletal structure for campaign planning which greatly simplifies the process. Mapping the ebbs and flows of the story, plotting the course for antagonists, and laying plot hooks can all take a great deal of planning and forethought. Planning out a campaign is difficult for a variety of reasons. Example – Planning a Level Introduction.