Which means that creating the first 10 levels of play is done in the following order:
- Design a series of challenges for 1st through 10th level characters.
- Design a set of character classes which can best those challenges up to that level.
- Infill character options that those sample characters didn't take which can substitute across for the abilities they did take.
- Add extra challenges balanced against the characters you are running.
So, what kind of challenges are there? In my mind, there are four:
- NPCs - AKA the mirror match. This is where you fight something which is the equivalent of a player character. Ideally you should beat it half the time as quite often it is literally just your character with the serial numbers rubbed off. This category includes character equivalent monsters (like Giants and Fairies), and in any case we'll save it for the end.
- Monsters - This is where you fight something like Giant Spider or a Basilisk or something. It's relatively simple (throws webs or stone gazes), but it's numerically on par with the PCs. Ideally, PCs should have a slight edge here.
- Closet Trolls - AKA the "Puzzle Monster." This is where you fight something which is actually numerically superior to you, but tactically inferior. Basically, this is a monster which you are supposed to Tekken Juggle or take to the air or something to beat. Characters of this level should have numbers which are insufficient to break it head-to-head and have abilties sufficient to shut it down.
- Swarms - This is where you fight large numbers of rats or giant worms or skeletons or something. These are an interesting case, because while these creatures should have attack bonuses and Armor Classes which are on-par with the PCs of their level, their damage output and hit points should be much lower. And these are the creatures that you summon and animate.
- Puzzles - This is a quest impediment which requires abilities of an appropriate level to bypass. It can be anything from a moat of lava to an iron door. These things should be around in level appropriate areas and character classes should come with abilities that will address these issues.
- Brutes - These are dangerous seeming monsters which take a lot of punishment and do a lot of damage. They have attack bonuses and Armor Classes which are low for their level, but have hit points and damage thresholds beyond what players normally see. They are of primary interest because these are creatures which are optimized to take out very large numbers of lower level opponents, which makes them good minor quest targets.
- Boss Monsters - These are monsters which have normal Armor Classes and Attack Bonuses, but stupid huge piles of hit points and probably a wider ability selection than normal. What this means is that battles against them take a long time and require the party to work together to take them down.
So in order of design priority, you'd want to choose the puzzles first, the swarms second, the closet trolls third, the monsters fourth, the Brutes fifth, then the Player Character Classes, and then fill in the Boss Monsters and the NPCs.
So priority one: Puzzles
Characters walk in at a level, and the adventure locale is filled with... what?
-Username17