CR for small groups

balam_br

Explorer
I´m DMing for two 4th level characters, and i´m having trouble assigning encounter level for them.

a CR 4 encounter usually is a little tougher than what they can handle... is there some formula to adjust CR for groups with more or less than 4 players?

OBS: i dont use NPCs, they spoil the fun ;-)
 

log in or register to remove this ad



balam_br said:
Laman: So.. my groups with only 2 players... i need to use Encounters with CR 3?

Really, you should throw monsters with CR 2 levels lower, so CR 2 when they're level 4. In practice, I'd use -1 to -2, so CR 2 to CR 3.
 

Double or halve the number of creatures present = +/-2 to the EL. Thus, CRGreathouse has the right of it...

Bearing in mind that an encounter of EL equal to the average party level is a pretty weak encounter, EL 2-3 sounds right as a baseline for me too.
 



Generaly speaking, you're going to have to throw a lot of CRs from books right out the window. CR assumes that you have a few basic classes covered in a party. Start changing around and removing classes from the mix, and balance changes a lot. For example, if your 2 person party has a rogue and no cleric, undead are going to be a huge issue. Likewise, a bunch of tiny little creatures that could be taken out with one area damage spell are going to be a huge nusiance if you have to arcane caster.

But other that those kind of issues, what people have said above is fine.
 

Having also done some DMing of a two-character party, I would just echo what Deset Gled said about having to look at CRs very carefully.

On the one hand, the rules tend to assume a balanced party and unless the two-party characters are both multiclassed, they're likely to be missing some useful abilities.

On the other hand, two fourth-level characters may well have access to abilities and/or spells that won't be available to a party of four second or third level characters.

And on the third hand (hey this is D&D I might have three hands :D ) bear in mind that some attacks will be more effective against a two character party. A successful hold person against a four character party takes out 25% of the group. A successful hold person against a two character party takes out 50% of the group!
 

Remove ads

Top