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"Determining Party Strength" in "Harried in Hillsfar" and "Shackles of Blood"
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<blockquote data-quote="CapnZapp" data-source="post: 6812142" data-attributes="member: 12731"><p>Each AL adventure is geared towards a certain Average Party Level of five adventurers.</p><p></p><p>If your party is lower level and/or has only 3-4 members, it is considered "weak" or "very weak". </p><p></p><p>If your party is higher level and/or has 6-7 members, it is considered "strong" or "very strong". </p><p></p><p>Otherwise, your party is "average".</p><p></p><p>Then, throughout the adventure, guidelines are given to AL DMs to make encounters easier or more difficult, depending on whether the party is weak or strong. If it's average, you run it as written.</p><p></p><p>That's all there's to it. No wait: the most important bit!</p><p></p><p>This is a part of the Adventurer's League rules. <strong>But as a private DM you don't need to follow it</strong>, any more than you had to do something special when, back in the day, you read "This scenario is for level 8 characters" and thought "my players can handle that".</p><p></p><p>All the details are only there to provide AL players with a somewhat consistent experience. But you the DM know your players. You know if they can handle the heat or not.</p><p></p><p>And if they can't and have to run away, well, that might be a problem in a 4 hour slot for players who have driven to their local gaming store just to play and must leave at a predetermined time, but it might not be a problem for you and your players, since that might just make things more interesting and raise the stakes.</p><p></p><p>So you might want to run that APL 8 scenario for your four-man party of 6th level characters without modification, since you all like to play rough. Or you can't be bothered to add more monsters to an adventure just because Bob and Sue turned up and you're now seven players instead of five.</p><p></p><p>Or, you're interested in learning more about how to "weigh" encounters, and you read those APL instructions with interest. </p><p></p><p>Either way, point is: if you're not running the module in tournament play, don't sweat it - you can safely ignore all the details. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6812142, member: 12731"] Each AL adventure is geared towards a certain Average Party Level of five adventurers. If your party is lower level and/or has only 3-4 members, it is considered "weak" or "very weak". If your party is higher level and/or has 6-7 members, it is considered "strong" or "very strong". Otherwise, your party is "average". Then, throughout the adventure, guidelines are given to AL DMs to make encounters easier or more difficult, depending on whether the party is weak or strong. If it's average, you run it as written. That's all there's to it. No wait: the most important bit! This is a part of the Adventurer's League rules. [B]But as a private DM you don't need to follow it[/B], any more than you had to do something special when, back in the day, you read "This scenario is for level 8 characters" and thought "my players can handle that". All the details are only there to provide AL players with a somewhat consistent experience. But you the DM know your players. You know if they can handle the heat or not. And if they can't and have to run away, well, that might be a problem in a 4 hour slot for players who have driven to their local gaming store just to play and must leave at a predetermined time, but it might not be a problem for you and your players, since that might just make things more interesting and raise the stakes. So you might want to run that APL 8 scenario for your four-man party of 6th level characters without modification, since you all like to play rough. Or you can't be bothered to add more monsters to an adventure just because Bob and Sue turned up and you're now seven players instead of five. Or, you're interested in learning more about how to "weigh" encounters, and you read those APL instructions with interest. Either way, point is: if you're not running the module in tournament play, don't sweat it - you can safely ignore all the details. :) [/QUOTE]
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"Determining Party Strength" in "Harried in Hillsfar" and "Shackles of Blood"
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