I was recently asked what the guidance would be for campaigns that are not randomly generated, using a deck of cards. It's actually quite a simple bit of reverse-engineering.
The number of encounters remains the same:
- level 0: 4 encounters
- level 1: 6 encounters
- level 2: 8 encounters
- level 3: 10 encounters
- level 4: 12 encounters
- level 5: 14 encounters
Now, the general idea with the deck of cards is that all numbered clubs (9), all face cards (12), and both jokers (2), will all be combat encounters, with aces (4) being "wild" (i.e. they can be any type of encounter.) If the aces are treated as combat encounters, this results in 27 out of 54 cards being combat -- exactly half of the deck. When I've asked around in the past, this seems to be roughly the ratio that most game groups shoot for: half combat, half ...other stuff.
For each PC in a combat encounter, include one of the following:
- 1 Elite monster, or;
- 2 Standard monsters, or;
- 10 HD worth of Minions and/or Swarms
If you choose to have the "boss" of your campaign be a solo monster rather than an archenemy, so be it. The monster guidelines are meant to ensure that either will be a sufficient challenge for an entire party of (typically) 4-5 PCs. This customization option also lets you drop your "big bad" in wherever it's dramatically appropriate, rather than leaving it to the deck to turn up a joker.
That all being said, the framework for how non-combat encounters are "scored" is something that I have yet to nail down. The basic idea is that it would scale based on the card number and/or the number of encounters for that level. The followup question then becomes, is "completing" a non-combat encounter a question of successful skill checks, or merely attempted skill checks? Is it some ratio of successes vs. failures?
Interestingly enough, if we look at the 4th Edition DMG (page 72-73, ish) it spells out the 'complexity' of skill challenges, in a table -- which conveniently happens to map very closely to the encounters per level, stated earlier in this post; essentially, a "complexity 1" challenge requires 4 successes before 2 failures, a "complexity 2" challenge requires 6 successes before 3 failures, and so on.
Now, the book goes on to say that you can adjust the DC down to lower the "level" of the challenge, or reduce the maximum number of failures to increase the "level" of the challenge; the 4e DMG bases the level of a skill challenge off of "the moderate DC" for skill checks, at the party's current level. Since TNP uses a static DC10 for skills, we can essentially rule out adjusting the "level" of a skill challenge by lowering the DC of the checks involved. This also seems to rule out the possibility of reducing the maximum failures, because... that only increases the "level" and not the "complexity" -- i.e. requiring 4 successes before 1 failure (instead of 2) would only increase the "level" of the challenge by 2, not the "complexity."
My first thought is something like this:
At level 0, you do 2 skill challenges; one requires 2 successes before 1 failure, one requires 4 successes before 2 failures.
At level 1, you do the same 2 skill challenges, but also add a 3rd which requires 6 successes, before 3 failures.
...and so on in that fashion.
So, ultimately, the number of encounters for a given level would indicate the highest number of successes needed, for a skill challenge at that level; the maximum number of failures would be half of that number... which would also (typically) be the number of non-combat/skill challenge encounters, for that level.
This would mean at 5th level, you would end up doing 7 skill challenges, needing a total of 14+12+10+8+6+4+2 = 58 successes (so an average of 8 successes) -- because requiring 14 successes each, for all 7 skill challenges seems... well, obnoxious.
This also maps out for us how many successes and failures would be needed at each level, if we simply wanted to average the difficulties of the skill challenges at a given level -- or even combine multiple challenges together. If nothing else, I feel like this is at least a playtest-worthy framework.
Now, with that all being said, there is nothing to stop a DM from freestyling their campaign, and using some kind of story/milestone progression, rather than strictly using combat and non-combat encounters for leveling. But the intent here is to provide a meaningful guideline (as well as a definitive endpoint) in order to help beginners to run their campaigns.
The other thing to consider is timing. A given encounter may not necessarily take an entire gaming session to complete (and particularly not the non-combat encounters.) However, with 52 weeks in a year and 54 encounters in a campaign, the hope would be that a bi-weekly gaming group (and certainly a weekly gaming group) could complete a single campaign by the end of one calendar year. A mix of monster types, as well as being able to sprinkle in recurring archenemies, should allow a campaign of this length to include smaller and larger arcs, and also meaningful build-up and payoff for the main quest.
...
I'll aim to have the next post written up about a week from now; check back around June 6th and it should be published.