Group balance

Wraithdrit

First Post
I know that 3ed is balanced for a group of four, so how do you balance for a group of five or six? I'm interested to hear what people who use the CR and EL system generally do for this.

Thanks,
Wraith
 

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For my game, I divide the total number of levels in the party by 4, regardless how many characters are in the party. It's not perfect, but works better for me than anything else I've tried.
 
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At very low levels, the fractions make little difference. If I have a party of 6, levels 3-3-4-3-2-4, that gives me a total of 19, divided by 4 means my party is nearly equivalent to a party of level 5. So I use that as my basis for balancing encounters.
In your example, the goup is only a bit better than level 1. Either slightly toughen the encounter, or slightly reduce the xp.
Like I said, it's not perfect, but it works for my game.
 

Ah okay. Actually they are tenth level. So by what you are saying just take all the levels (5x10) and devide by four. IE, 12.5, so average encounters of 12th level would be good? Should I try to balance more for CR 10 or less monsters with multiples and use the CR 12+ monsters rarely (since the DC of saves and such for them would be targeted at 12th level characters)?

- Wraith
 


I calculate party level then add 1 cr for every two members over 4 and subtract 1 cr for every two members under 4. Sure it's not perfect but neither is the cr system to begin with because it assumes not only the number of party members but the classes of them.

It would be nice if someone worked up a way of rating monsters that tailored them to your specific party and gave them a CR based on that.
 

One of the upsides of using casualty ratios to assess CR and ELs rather than even trying to worry about this before is that you can always reach a fairly accurate assessment of the actual difficulty of an encounter.

An encounter of the group's level, if I recall correctly, is expected to expend about 25% of a party's resources.

Player characters and attached NPCs are resources.

The system is therefore simple: Consider the casualty ratio of the player party. If, for instance, the player party took 50% casualties in the encounter, then total would be equivalent to 2 encounters of the player party's level, because 50%, or 2*25%, of the party's resources were "expended".

As a benefit, this accounts for circumstantial modifiers which may have made the encounter more or less difficult. For example, monsters which attacked from ambush would inflict a higher casualty count, and therefore would have an enhanced challenge value.

Player ineptitude could also have increased the casualty counts, but even in this case, clearly, it was more of a learning experience. People obviously are able to learn more from an encounter that goes completely FUBAR than one which everything goes perfectly, meaning it was too easy.

In theory, players MIGHT attempt to deliberately be stupid to try to gain more experience, but in practice, their luck won't hold out that long, and they will shortly all die if they try and be stupid. Too bad.
 

Large groups are a higher CR, but beware in selecting single creatures based on that CR as they might have immunities that a party of lower level character no matter how large can not get by. Example DR +3/50 when by average party level no-one would have greater than a +2 weapon and GMW is not to +3 yet either.
 

Brown Jenkin said:
Large groups are a higher CR, but beware in selecting single creatures based on that CR as they might have immunities that a party of lower level character no matter how large can not get by. Example DR +3/50 when by average party level no-one would have greater than a +2 weapon and GMW is not to +3 yet either.

That is pretty much my thinking. I'm going to balance for a higher CR but not really plug in any creatures of more than 2+ average party level.

IE I will balance for CR 12 encounters, but if they are actually facing a single monster the max is probably going to be 12 (which I would have thrown at a party of four tens for a high challenge anyways).

I might adjust just the HIT POINTS of single creatures up by 25% to adjust as well.

- Wraith
 

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