EL for Dummies?

Thornir Alekeg

Albatross!
OK, I am still pretty new to the DMing thing and up until recently I have relied exclusively upon modules for my adventures. I am hoping to start expanding my campaign, give more player options and create more of my own encounters, but I have discovered that I am completely confused by CRs and ECLs and making a challenging, but not lethal encounter for my group.

I have eight players running level 4-5 characters and they run the gamut from a couple of min-maxed fighter types, to a Sorcereess and a Bard who aren't very effective in combat. I've found that if I send a couple of high CR creatures after them, somebody ends up as shredded pork, but if I send many lower CR creatures, the fighters just blow through them in no time and provides little challenge.

I need to better understand how to calculate ECLs for this group so I can effectively tailor encounters to be a rewarding challenge. Anyone with some advice on this would be great. Note: I am not a mathematician, far from it, so I'm looking for something simple that isn't too math intensive.

Oops, yes, I meant EL, not ECL...
 
Last edited:

log in or register to remove this ad

Thornir Alekeg said:
OK, I am still pretty new to the DMing thing and up until recently I have relied exclusively upon modules for my adventures. I am hoping to start expanding my campaign, give more player options and create more of my own encounters, but I have discovered that I am completely confused by CRs and ECLs and making a challenging, but not lethal encounter for my group.

I think you main EL (Encounter Level) and not ECL (Effective Character Level)

Anyway, making chanllenging yet not lethal encounters is difficult even for experienced DMs. The first thing you have to do is realize that not every battle should be a close thing, down to the last die roll.

That said. You have a party that has twice as many people as normal so your best bet is to just double the number of creatures. For example, a normal 4-5 level party might fight a Troll (CR 5) so your party should probably fight two trolls. A basic encounter would end up being one CR 6-7, two CR 4-5, or four to six CR 2-3. CR 1 creatures would probably get toasted by the group so send them only occasionally as a group pick-me-up to boost their morale (and make them overconfident). For a tougher fight, add one to the CR of the creatures. Your party might be able to take on a CR 8 creature if they knew it was coming and were prepared for it.

Can you give some specifics on what creatures they have fought already?


Aaron
 

CR is a guide of how challenging a monster is to an "average" party composed of a fighter, a rogue, a cleric and a wizard. A creature of CR x is an appropriate challenge for a group of four such characters each of level x, and should use up about 20% of the party's resources (hit points, spells, etc). Bear in mind that CR is only a guideline. Due to good or bad luck, an particular encounter may end up being dealt with quite easily (the fighter crits in the first round), or very draining on party resources (the creature keeps hitting the party). Encounters may also be easier or harder depending on the number of party members and party composition. Undead creatures are more difficult to deal with without a cleric, for example.

ECL is not a measure of challenge, but of player capability. It usually only comes into play when you have PCs of more powerful races such as aasimaar, tieflings or drow. Such races have a Level Adjustment (LA). ECL is equal to character level (class levels plus racial levels, if any) plus LA. A 3rd level human fighter is ECL 3, as is a 2nd-level aasimar paladin (LA of +1), a 1st-level drow cleric (LA of +2), or a gnoll without class levels (2 "racial levels" of humanoid plus LA of +1).

Instead of ECL, you may be thinking of Encounter Level (EL) which is a measure of how challenging an encounter is. If you have the 3.5e DMG, read through the section on "Encounters" starting on p. 48. It has some good advice on tailoring encounters to your characters.

If you post more details about the composition (levels, classes, races) of your PCs, we can help provide more specific information on developing a good encounter for them.
 

OK, the party is all 4th level. We have:

1 Paladin with Great sword and Cleave - he just cuts through low CR creatures like butter

1 Fighter using an orcish double axe who does the same.

1 Cleric who prefers to stick to ranged weapons when possible

1 Druid with wolf animal companion. A very creative spellcaster.

1 Monk who is always trying to use Stunning Fist, but isn't very good at it.

1 Ranger/Rogue - High Dex and weapon Finesse - he doesn't deal a lot of damage unless he gets a sneak attack, but his attack bonuses are very high so he hits almost all the time.

1 Bard who I think is a fighter wannabe, but usually just manages to get pounded on

1 Sorceress who recently learned Color Spray and has done more against her own party with it than the enemy.

I knew that with a larger party I needed to increase the EL from the mosule I've written, but what it looks like I managed to do in the past is either not have quite enough low CR creatures (I increased by 1.5 rather than 2, probably as much from not wanted to overwhelm myself and drag combat on as long) or too many higher CR opponents, which I quickly had to adjust on the fly when I saw the havok they were going to cause.

Thanks for your help. I don't know why, but reading the DMG and looking at the tables I just got so confused, especially with mixed CR encounters. I have tried to use them more because the party usually does a decent job sending the heavy hitters after the higher CR creatures and leaves the low CR creatures to the less effective members.

I'm realizing now that I really have not effectively challenged the party most of the time. Most of the time with my adjustments, they were still only getting an EL about 3/4 of what they should be. They had one CR 8 opponent at the end of the last session, but they made short work of her due to some great initiative rolls - they reduced her HP to about 1/3 before she even got to attack. I think that has been part of my own frustration - when they have what should be a nasty foe that can hurt them and put a little fear into them, they see it, have a moment of "oh, S%#t!" then when they attack, the thing only lasts two or three rounds.

Right now our other DM is running his campaign, so I have some time to plan. One plot hook that I'm putting out there for them is one of the character's (the Ranger/Rogue) hometown has been overrun with undead while he's been away. They will be on one adventure that has some urgency when they find out his hometown's problems. Since I cannot predict if they will wait to clean out his hometown, or if they will go rushing to the rescue, I don't know what level the party will be at when they get there. I want to outline the encounters, but I need to leave it flexible so I can adjust them to better match their level when they arrive. I plan on mixing it up - plenty of skeltons and zombies they can romp through, but have some very challenging enounters as well.
 

In a nutshell, IMHO, your party is too big for the EL system. Simple doubling won't go far enough, if the party acts cohesively.

Something you've noticed but may not have realized the significance of is that single, powerful opponents are not a good challenge for a large party, particularly if they're a wizard or sorcerer. Somebody will get the drop on them (potentially 3-4 party members will do this), out-maneuver and possibly put them down before they do a thing, despite this opponent being a theoretically appropriate challenge.

IMHO, large parties demand large volumes of opponents to keep them busy. Truckloads of mooks swarming over the party keeps those cleaving fighter types tied up while your boss-monster does its thing. Normally, the mooks tie up the fighters, and the rest of the party lobs ranged attacks at the boss from afar until either the mooks are depleted or the fighters go down. 2-3 encounters involving a sizeable number of lesser opponents (perhaps individually CR 2-ish creatures, on the order of 10 or so in number) will probably stress the party resources enough that they feel they earned it. If it didn't, throw a slightly larger wave at them next time, like 14 beasties. They will probably already used up their A-line resources (highest level spells, best healing, etc) and will find that fight tougher.

Confinement works against larger forces, so narrow hallways favour the defending bad guys. A pair of CR 6-7 toughs should be able to hold a 10' hall for a few rounds against your party. If not, use the pair of toughs and throw in a caster to support them next time. A cleric to buff or heal them every round, or a wizard to disable those nasty fighters and paladins. Keep the caster behind the 2 guys in the front so he stays (mostly) out of harms way. The ranged combatants and the casters can still take pot shots at him, so they get to do fun stuff too!

Your bard player should understand that bards are support characters. They are C-grade fighters, but do a good job of propping up the rest of the party. He should be using the bardic music and his spells to provide general benefits rather than getting whomped by getting too close to the fight. Pitch in with ranged weapons and take opportunistic flanking shots to finish off weakened opponents.

Similarly, monks are also support characters. They do their best work against enemy wizards and setting up flanking positions with rogues. Stunning is most effective on enemies with weak fort saves, like wizards and other caster types. He should be bumping up his tumble skill and maneuvering himself into a good position to get close to enemy casters to disable them. He will be disappointed if he thinks he will be dishing out the damage with the fighters.

As far as your undead idea goes, just be aware that it places rogues in a weak position due to the undead immunity to sneak attacks. I would use ghouls, ghasts and wights as the body of your invasion, since the party will merely laugh at skeletons and zombies. Start out with a large horde of skeletons and zombies. Assuming the party is 6-7 level by that time, they could battle them all day and not break a sweat. Just throw a big pile of them on the table (20-30 or so) and let them rip through them.

Later, ambush them in a building or alleyway (limit their movement, constrict them!) with a fistful of ghouls (Maybe just over one for each party member, so 10-12 or so). Give them a chance (rolled in secret, of course) to detect that something is fishy, then roll for surprise. Surround them so that the fighter/paladin combo can't hold the line on their own and the others will have to do their own hand-to-hand, at least for a round or 2. If things go poorly, one or more will end up paralyzed with the party surrounded by the undead hordes. That should make them sweat a bit without it being overwhelming. If you want to beef it up, throw a second wave of attackers in. Have "reinforcement" ghouls swoop in to prolong the fight a bit.

Continue ramping up with ghoul/ghast mixtures and perhaps wights for kicks.

Just remember you really need to be doing more than just simply doubling the number of opponents they face, since a party of 8 is not the same as 2 parties of 4. The cooperative effect makes them harder to challenge than that. Hope this all helps you with your game!
 

Back to your initial query

Given a group of 8 characters (how do you manage them, I wonder ), the EL system is severely challenged - basically you could assume using twice the stated monsters simply to keep their CR. That is before taking into account the parties capabilities. So instead of one troll - make it two trolls, or two ettins etc.. The PCs' numbers are basically that of two standard groups, so serve them double portions of monsters.....
In general - look carefully at the party's strengths and weaknesses, especially tactical ones, when building challenging encounters. How mobile is each character, and capable to switch positions in combat quickly ? What are their weak saves, which are their strong ones ? How can their strengths be countered ? Spell-casting monsters are usually smart enough to recognise an arcane caster - which is hard to get wth willpower based spells, but soft as rotten wood resisting fortitude-based effects. Pick oposition accordingly and the CRs should fit - using twice the numbers, though. Unless of course a mulitude of monsters suddenly provide a synergetic effect which makes the _much_ more viscious. With opposition rated 3 or more levels lower, usually numbers make no big difference in the challenge rating, so you needn't bother to adjust the El for these, unless the sheer number (or some special tricks only available for a a huge group) poses a problem. Leader-type NPCs can be taken at normal, levelbased CR then. A horde of 30 orcs with two level five leaders would barely be an EL 5 encounter - and not much more difficult then say 10 orcs with two level five bosses.

Some ideas :
Higher HP-creatures are usually pretty good at countering "cleave" attacks - simply by not dropping after a single blow. Especially if they have damage reduction, fast healing or some caster backup with, say "shield other". "Fiendish" or similar templates can really up the ante on an old stand-by monster, say a troll with fire resistance becomes very much of a nuisance...

Give them mixed challenges - attack them with masses of orks, goblins or similar, using large melee weapons and ranged attacks (oil-grenades etc are wonderful foils for high AC ), and have a sorcerer assist them with web (I guess most of the guys have weak reflex saves still), some "ray of enfeeblement"s (no Save temporary Str damage - softens up fighters. Especially funny if the heavy armour suddenly makes them 'encumbered'...), "Blindess" (wicked on casters and rogues) or "darkness" spells, or a druid with "entangle", "blinding spittle" and summoned "nature's allies" to attack the caster types in the rear. Entangled/webbed/helpless PCs can be shot at at leisure by the ranged attackers.
Clerical "Silence", "Bless", "Hold Person" and "Doom" spells can hamper PC tactics and performance as well, without being high level. "Dispel magics" can do wonders against "buff maniacs" , too. NPC bards are great to bolster up a huge horde of lowbie "cannonfodder", too. Most of the humanoid races have leader-types noted down in the MM - simply exchange some of these with interesting NPCs fitting the race, but making things more challenging for your group.
Often enough, if the monsters hold (or take) the initiative (the tactical, not the mechanical one) in a battle and force the PCs to react and adapt to their moves, any fight becomes more challenging, even at the same theoretical CR.

As a general strategy, you can force the PCs to disperse (and then take advantage of the gaps to strike at the soft spots - casters and ranged attackers ) in order to avoid area effect spells hitting each and every one in the group ( a nice fireball into a close formation drives this point home easily enough - as does a "Snowball Swarm" or similar spell of level 2 or less). Similarly, a "silence" spell lobbed into a close, stationary formation (cast on a pebble say, thrown there with two dozen others as a grenade, to avoid someone actually making their save) can drive casters nuts and will hamper combat tactics some . Personally I wouldn't allow players inside a "silence" to share any tactical information with each other - if you feel mean, let them declare their specific reactions for the round written down only. After all, they cannot speak to each other anymore. all of a sudden a "standard" melee becomes far more challenging. And in dispersed formations, movement becomes all important - how fast can each character assist another ?

Alternatively, bunch them up in a confined area, where at best a few characters can fight (maybe around a corner or down a stair/ramp), and face tough opposition chewing on them. Making flanking and sneaking almost impossible and ranged attacks becoming harder because of cover and concealment....

Incorporeal monsters really don't care much for formations, especially if they can phase out of walls or rise up through a floor (like in a building ) to get at the rear echelons or simply do a hit and fade. Their touch attacks of course make heavy armour useless, too - so they would definitely be a fair challenge.

And remember - many monsters are quite smart, and capable of learning from mistakes and their observations. So if you see a nice PC tactic, memorize it/note it down, for use against the PCs in another session.
:] :] :]
 
Last edited:

Thanks everyone for your help and advice. I have realized that a group of eight was more than twice as powerful as a group of four. Your suggestions will help a lot in crafting the next adventures.

As for handling eight players, it isn't easy, let me tell you. Combat can get so bogged down and trying to keep everyone focused on the game can be a lot of work, and I definitely think it has slowed my progress at becoming a better DM. I spend so much time focused on the mechanics of handling a large party and a large number of opponents that I too often end up letting the aura of the game slip away.

Of course I just found out that two of our players will be moving away this summer - which would be a good thing in making the group a little smaller and more manageable, but it isn't since they are two of the better players in the group and I've been leaning on them to try and help along a few who aren't very strong on the roleplaying aspect of the game. We have always been more of a roll-playing group and I have been trying to nudge us away from that. I think I've been corrupted by reading Story Hours (thanks Piratecat and Sagiro, among others) and seeing how deep and rich other games out there are.
 
Last edited:

Thornir-

You have received some excellent advice on judging encounter levels, so I will not belabor that. But, in regards to managing a large game group while keeping the focus, I have some suggestions:
Have everybody roll attack and damage dice concurrently- this saves an amazing amount of time.
Have everybody prepare their next action BEFORE their initiative comes up- if they are not immediately ready, move on, or adjust their initative as if they held their action. This speeds it up, and also rewards players for staying attentive to the gameplay.
 

I run a party of seven players and, no, it is not easy. But I try my best. One thing that I have noticed about EL, which was mentioned above, is that, no, larger CR monsters are not something to throw at the party, but for a different reason. If you go for a single monster that is much larger than the EL for your party suggests, that higher CR monster is very capable of dishing out (and taking) huge ammounts of damage. It is not good, especially for lower levels (like 4th :) ) to turn gnolls into ogres. A gnoll with a battleaxe can deal 1d8+2 damage without a crit. An ogre is smashing out 2d8+7,with reach, and that is only a 2 EL bump. Go double from the ogre's 3, if that is a sufficient challenge for you party, and you encounter creatures like the 5 headed pyrohydra, capable of 5 attacks dealing 1d10+3 each. That is nasty. Now, not all high CR creatures are going to behave this way, but you must be careful with substituting bigger, nastier monsters, when you can add character levels to lower monsters and gauge EL that way.
As far as dealing with multiple players, we have been playing seven in my group for the last year. The biggest change we have had to make is to strongly discourage ooc talk, saving it for breaks, and paying close attention to fights so that the DM doesn't have to review everything that has occured for each player before they take their action. Other than that, not much has changed.
 

rowport said:
Thornir-

You have received some excellent advice on judging encounter levels, so I will not belabor that. But, in regards to managing a large game group while keeping the focus, I have some suggestions:
Have everybody roll attack and damage dice concurrently- this saves an amazing amount of time.
Have everybody prepare their next action BEFORE their initiative comes up- if they are not immediately ready, move on, or adjust their initative as if they held their action. This speeds it up, and also rewards players for staying attentive to the gameplay.

I'm probably going to try that soon. When we first started a couple of the players were newbies and were having issues with the game mechanics and deciding what to do, and I didn't to put a lot of pressure on them or penalize them for not being very familiar with the rules. Now we have reached the point where I think they can do fine and when we return to my campaign I am going to try it out and see how it goes.
 

Remove ads

Top