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Encounter difficulty: how to fix it.
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<blockquote data-quote="Tormyr" data-source="post: 6403253" data-attributes="member: 6776887"><p>[MENTION=6780929]Gobelure[/MENTION] was referring to the size of the monster party. 7-10 is the range for a 2.5x multiplier, and 11-14 is the range for the 3x multiplier. 12 goblins x 50xp x 3 multiplier is 1800.</p><p></p><p>Spreadsheets rule the day here. I can get these calcs done in seconds. Even without the spreadsheat, I don't agree that PEL is any easier at all. Having to look up a CR12 creature for 8400xp versus a 32 PEL is a wash. The lookups are the same, the maths are the same (adding everything up). They only thing that is different is the multiplier.</p><p></p><p>And that is where PEL might shine. While the xp budget has hard steps in its multipliers (why is goblin 14 worth only 150 XP while Goblin 15 is worth 900 XP?), each goblin is worth a constant increase in both base XP plus some built-in multiplier. The methods line up at the middle of the XP budget multiplier ranges, but they separate where the multipliers change (i.e. 14 to 15 monsters). The other spot where this diverges a little bit is in the easy, moderate, hard and deadly thresholds, where the XP budget method is not fixed percentages of deadly.</p><p></p><p>I am not sure about whether PEL works well with mismatched groups of monsters (high CR plus low CR) because I have not run much in the way of those mixed monster groups. Although I will be running one next week.</p><p></p><p>As a suggestion to [MENTION=6780929]Gobelure[/MENTION], is there a way to get the results in the normal XP budget numbers? The thing that really shines in this method is the ramping up of monster difficulty. Since the party is only supposed to get the base (not the multiplied) xp of the monsters could you apply your multiplier to the XP required by the party and the XP given by the monsters (i.e. pull the PEL numbers out)?</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6403253, member: 6776887"] [MENTION=6780929]Gobelure[/MENTION] was referring to the size of the monster party. 7-10 is the range for a 2.5x multiplier, and 11-14 is the range for the 3x multiplier. 12 goblins x 50xp x 3 multiplier is 1800. Spreadsheets rule the day here. I can get these calcs done in seconds. Even without the spreadsheat, I don't agree that PEL is any easier at all. Having to look up a CR12 creature for 8400xp versus a 32 PEL is a wash. The lookups are the same, the maths are the same (adding everything up). They only thing that is different is the multiplier. And that is where PEL might shine. While the xp budget has hard steps in its multipliers (why is goblin 14 worth only 150 XP while Goblin 15 is worth 900 XP?), each goblin is worth a constant increase in both base XP plus some built-in multiplier. The methods line up at the middle of the XP budget multiplier ranges, but they separate where the multipliers change (i.e. 14 to 15 monsters). The other spot where this diverges a little bit is in the easy, moderate, hard and deadly thresholds, where the XP budget method is not fixed percentages of deadly. I am not sure about whether PEL works well with mismatched groups of monsters (high CR plus low CR) because I have not run much in the way of those mixed monster groups. Although I will be running one next week. As a suggestion to [MENTION=6780929]Gobelure[/MENTION], is there a way to get the results in the normal XP budget numbers? The thing that really shines in this method is the ramping up of monster difficulty. Since the party is only supposed to get the base (not the multiplied) xp of the monsters could you apply your multiplier to the XP required by the party and the XP given by the monsters (i.e. pull the PEL numbers out)? [/QUOTE]
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