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General Tabletop Discussion
*Dungeons & Dragons
Clerics of Life: Broken, Bad Design, or Working as Intended?
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<blockquote data-quote="DMZ2112" data-source="post: 6497015" data-attributes="member: 78752"><p>Little bit of thread necromancy here, but it turns out this discussion is not over in my head.</p><p></p><p>It turns out that everything I've described up until this point in the thread has been wrong, at least insofar as I didn't realize the quantity multipliers were a thing. I just noticed them last night.</p><p></p><p>If you include the multipliers, the numbers are even more off, and encounters get even easier. What are other dungeon masters' experiences with this system? Do you find that the combination of XP budget and quantity multipliers is giving you accurately challenging encounters?</p><p></p><p>Even accounting for the size of my party (eight PCs) according to the guidelines in the RAW, a x3 multiplier for 11-14 enemies seems egregious.</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 6497015, member: 78752"] Little bit of thread necromancy here, but it turns out this discussion is not over in my head. It turns out that everything I've described up until this point in the thread has been wrong, at least insofar as I didn't realize the quantity multipliers were a thing. I just noticed them last night. If you include the multipliers, the numbers are even more off, and encounters get even easier. What are other dungeon masters' experiences with this system? Do you find that the combination of XP budget and quantity multipliers is giving you accurately challenging encounters? Even accounting for the size of my party (eight PCs) according to the guidelines in the RAW, a x3 multiplier for 11-14 enemies seems egregious. [/QUOTE]
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Community
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Clerics of Life: Broken, Bad Design, or Working as Intended?
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