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Encounter/CR Rules An Artform
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<blockquote data-quote="DEFCON 1" data-source="post: 7845983" data-attributes="member: 7006"><p>My inclination is to say the Challenge Rating and encounter building rules have been set up to be relatively balanced only against a 4-person party using the Basic Rules. Basically a new-player game.</p><p></p><p>Thus probably only one character to heal others, one character to put out AoE with any possible consistency, no feats, many fewer classes that reduce the possibility of good class synergy, and many fewer PCs to reduce the number of hit points and actions to be taken in a round.</p><p></p><p>You change any of these things and the power of the party begins growing exponentially. More PCs means maintaining steady damage against monsters even when some are using action to heal others. More PCs on their feet means more hit points for monster to have to churn their way through and less actions available to do so against them. More varied classes and using feats means more opportunities for mixing and matching powers and features and spells together to maximize effectiveness-- gaining more opportunities for Advantage, more AoE damage, more blockers and defenders to keep enemies away from the PCs in the back lines.</p><p></p><p>Has anyone actually ever run a new-player-friendly Basic Rules game with only 4 PCs? And did you design encounters using CR and the builder rules? If so, did they actually work as-is or did you still have to fuzt with it?</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7845983, member: 7006"] My inclination is to say the Challenge Rating and encounter building rules have been set up to be relatively balanced only against a 4-person party using the Basic Rules. Basically a new-player game. Thus probably only one character to heal others, one character to put out AoE with any possible consistency, no feats, many fewer classes that reduce the possibility of good class synergy, and many fewer PCs to reduce the number of hit points and actions to be taken in a round. You change any of these things and the power of the party begins growing exponentially. More PCs means maintaining steady damage against monsters even when some are using action to heal others. More PCs on their feet means more hit points for monster to have to churn their way through and less actions available to do so against them. More varied classes and using feats means more opportunities for mixing and matching powers and features and spells together to maximize effectiveness-- gaining more opportunities for Advantage, more AoE damage, more blockers and defenders to keep enemies away from the PCs in the back lines. Has anyone actually ever run a new-player-friendly Basic Rules game with only 4 PCs? And did you design encounters using CR and the builder rules? If so, did they actually work as-is or did you still have to fuzt with it? [/QUOTE]
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