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How do you determain challenges?
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<blockquote data-quote="Jhaelen" data-source="post: 4735908" data-attributes="member: 46713"><p>Except that if the DM is following the guidelines from the 3E DMG, 5% of the encounters will have an EL of 5 or more higher than the effective party level and are NOT supposed to be doable.</p><p></p><p>To the OP: The 3E CR system worked well enough about 90% of the time. It's the 10% that cause worries. The 4E XP budget system seems to work a bit better, say 95% of the time. That still leaves a lot of encounters for which it doesn't work well.</p><p></p><p>Anyway, both systems serve as a good starting point for judging how hard an encounter will be. If the DM has a good idea about what the party is capable of and where their strengths and weaknesses lie, she should be able to adjust encounters to get about a 99% certainty. It's of course impossible to account for (bad) luck or exceptionally bad/good tactics.</p><p></p><p>Calculating DPR, however, is a very limited concept that doesn't really work well outside of CRPGs. It can be a useful tool to optimize solitary characters but not much more. It ignores both synergies within the party and their opponents and movement/terrain features.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 4735908, member: 46713"] Except that if the DM is following the guidelines from the 3E DMG, 5% of the encounters will have an EL of 5 or more higher than the effective party level and are NOT supposed to be doable. To the OP: The 3E CR system worked well enough about 90% of the time. It's the 10% that cause worries. The 4E XP budget system seems to work a bit better, say 95% of the time. That still leaves a lot of encounters for which it doesn't work well. Anyway, both systems serve as a good starting point for judging how hard an encounter will be. If the DM has a good idea about what the party is capable of and where their strengths and weaknesses lie, she should be able to adjust encounters to get about a 99% certainty. It's of course impossible to account for (bad) luck or exceptionally bad/good tactics. Calculating DPR, however, is a very limited concept that doesn't really work well outside of CRPGs. It can be a useful tool to optimize solitary characters but not much more. It ignores both synergies within the party and their opponents and movement/terrain features. [/QUOTE]
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