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<blockquote data-quote="redrick" data-source="post: 7089946" data-attributes="member: 6777696"><p>This. We're not a power gaming table, but I will say, the number one determinant of how "difficult" an adventure I run feels is the amount of encounters PCs need to get through between long rests. Focusing on the challenge of individual encounters just tends to oscillate between "boring" and "unfair." A group will either get wiped out by an above-deadly encounter, or get lucky and scrape through it. But throw a dozen "easy" encounters at your adventurers before they can take a long rest, and your players will think twice before tangling with that giant rat.</p><p></p><p>Adjusting the starting power level of the characters won't have much of an impact on the challenge of any given adventure, compared to how you DM it, but it could have an impact on the "challenge" of the character building game. That's not an aspect of the game we worry about much at our table, but, I could see it working for some tables. It will change the feeling of the game, for sure, because the modifiers are at least as psychological as they are statistically significant. (A +1 bonus is worth a success on 1 in 20 rolls. Until you get to level 5, I don't know that we make 20 attack rolls in a night.)</p><p></p><p>If you want a quick and dirty way to adjust the "difficulty" of a published adventure, just adjust the starting level of your characters. (And if the adventure starts at level 1 and your players want to play on Nightmare, just hold 'em back a couple levels. 900xp to get to level 2 instead of 300. Then reset and progress as normal.)</p></blockquote><p></p>
[QUOTE="redrick, post: 7089946, member: 6777696"] This. We're not a power gaming table, but I will say, the number one determinant of how "difficult" an adventure I run feels is the amount of encounters PCs need to get through between long rests. Focusing on the challenge of individual encounters just tends to oscillate between "boring" and "unfair." A group will either get wiped out by an above-deadly encounter, or get lucky and scrape through it. But throw a dozen "easy" encounters at your adventurers before they can take a long rest, and your players will think twice before tangling with that giant rat. Adjusting the starting power level of the characters won't have much of an impact on the challenge of any given adventure, compared to how you DM it, but it could have an impact on the "challenge" of the character building game. That's not an aspect of the game we worry about much at our table, but, I could see it working for some tables. It will change the feeling of the game, for sure, because the modifiers are at least as psychological as they are statistically significant. (A +1 bonus is worth a success on 1 in 20 rolls. Until you get to level 5, I don't know that we make 20 attack rolls in a night.) If you want a quick and dirty way to adjust the "difficulty" of a published adventure, just adjust the starting level of your characters. (And if the adventure starts at level 1 and your players want to play on Nightmare, just hold 'em back a couple levels. 900xp to get to level 2 instead of 300. Then reset and progress as normal.) [/QUOTE]
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