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Factors Affecting CR and EL
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<blockquote data-quote="Hussar" data-source="post: 3662618" data-attributes="member: 22779"><p>Heh, just had an encounter with a Shambling mound with our 3rd level party.</p><p></p><p>Shambler=CR 6</p><p>Party of 6 3rd level PC's. Roughly APL=5.</p><p>Above average stats and Action Points in effect. Roughly APL 6.</p><p></p><p>Should have been a fairly even fight. Unfortunately the shambler got surprise on us and dropped a PC in the surprise round. It managed to get a hold of the Artificer in the first round and outright killed the PC. What surprised me however, was, after one PC managed to slow it down using a tanglefoot bag, the party tank continued to charge the shambler in melee reach instead of standing back and firing away with ranged attacks.</p><p></p><p>Thus, we have Quasqueton's "sheer foolishness" of players. The shambler was down to a movement of 20 for the next 7 rounds due to the tanglefoot bag. With 4 remaining PC's, it would be a simple matter to move and fire and stay out of its reach and kill it with little or not threat to us. </p><p></p><p>There's just no saving some PC's.</p><p></p><p>But, one thing this does show is that even though the party may seem a bit higher due to numbers and things like Action Points, individually, they are still very fragile. It would be a much better challenge to use a pair of CR 4 creatures instead of one CR 6. Damage and To-Hit probabilities simply go up so quickly when you jump CR's. The death of one PC and the instant dropping of a second seems to bear this out.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3662618, member: 22779"] Heh, just had an encounter with a Shambling mound with our 3rd level party. Shambler=CR 6 Party of 6 3rd level PC's. Roughly APL=5. Above average stats and Action Points in effect. Roughly APL 6. Should have been a fairly even fight. Unfortunately the shambler got surprise on us and dropped a PC in the surprise round. It managed to get a hold of the Artificer in the first round and outright killed the PC. What surprised me however, was, after one PC managed to slow it down using a tanglefoot bag, the party tank continued to charge the shambler in melee reach instead of standing back and firing away with ranged attacks. Thus, we have Quasqueton's "sheer foolishness" of players. The shambler was down to a movement of 20 for the next 7 rounds due to the tanglefoot bag. With 4 remaining PC's, it would be a simple matter to move and fire and stay out of its reach and kill it with little or not threat to us. There's just no saving some PC's. But, one thing this does show is that even though the party may seem a bit higher due to numbers and things like Action Points, individually, they are still very fragile. It would be a much better challenge to use a pair of CR 4 creatures instead of one CR 6. Damage and To-Hit probabilities simply go up so quickly when you jump CR's. The death of one PC and the instant dropping of a second seems to bear this out. [/QUOTE]
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