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A query on an idea for large party encounters
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<blockquote data-quote="Tormyr" data-source="post: 7325687" data-attributes="member: 6776887"><p>Here are the rough guidelines I use for scaling an encounter for different numbers of players. I have had groups as high as 8 and 9 players. The group has varied between that and 4 players.</p><p></p><p>1. Assume the encounter was built for 4 PCs even if it is a WotC adventure that says it was built for 5.</p><p>2. For an encounter with multiple bad guys, divide their number by four and add that many bad guys for each PC above 4.</p><p>3. For single monsters, add 40 hp per PC above 4 (100 hp for CR20 or higher enemies). If the monster has legendary resistance, you can swap one of those blocks of additional hp for an additional use of legendary resistance. This allows the monster to cope with either heavy hitters or a group of spellcasters trying to overwhelm it with save or suck spells and effects.</p><p></p><p>That works as an off the cuff solution. I plan out my encounters a bit more. So when I know I knew I had a variable amount of players coming, I would load up the encounter in a spreadsheet and figure out how to scale it for roughly the same difficulty with additional PCs. You can get a copy of my spreadsheet here.</p><p></p><p><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1186" target="_blank">http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1186</a></p><p></p><p>It is a little different than most encounter builders as it smooths out the big jumps in the encounter XP multiplier when adding monsters or PCs at certain points. Instead of big jumps in only a couple of locations, it changes the multiplier a little bit for each additional monster or PC.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7325687, member: 6776887"] Here are the rough guidelines I use for scaling an encounter for different numbers of players. I have had groups as high as 8 and 9 players. The group has varied between that and 4 players. 1. Assume the encounter was built for 4 PCs even if it is a WotC adventure that says it was built for 5. 2. For an encounter with multiple bad guys, divide their number by four and add that many bad guys for each PC above 4. 3. For single monsters, add 40 hp per PC above 4 (100 hp for CR20 or higher enemies). If the monster has legendary resistance, you can swap one of those blocks of additional hp for an additional use of legendary resistance. This allows the monster to cope with either heavy hitters or a group of spellcasters trying to overwhelm it with save or suck spells and effects. That works as an off the cuff solution. I plan out my encounters a bit more. So when I know I knew I had a variable amount of players coming, I would load up the encounter in a spreadsheet and figure out how to scale it for roughly the same difficulty with additional PCs. You can get a copy of my spreadsheet here. [url]http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1186[/url] It is a little different than most encounter builders as it smooths out the big jumps in the encounter XP multiplier when adding monsters or PCs at certain points. Instead of big jumps in only a couple of locations, it changes the multiplier a little bit for each additional monster or PC. [/QUOTE]
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