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Is this campaign broken? If so, how to fix it?
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<blockquote data-quote="Stormborn" data-source="post: 2973069" data-attributes="member: 14041"><p>Broken is not the phrase I would use. Just because the PCs don't fit well into the EL/CR system doesn't mean the campaign is worthless, it just means that you need to make some adjustements. </p><p></p><p>I think your assumption of an EL 9 is probablly pretty good. Especially if you choose CR 9 things whose reason for being such is based not on how much straight hp damage they can do, but various other special abilities. Also, multiple lower level creatures working in a group with good tactics and some terrain advantages should tax them pretty well. Multiple creatures who work intellignetly are always goign to be a bigger challange than an equivalent CR single creture.</p><p></p><p>I would use 9 as a base and work in encounters between 7 and 11. A good rule of thumb is in a one session adventure you might have Base -2 (7), Base -2 (7), Base (9), Base +1 (10), and Base +2 (11). That would represent some initial challangesa Head Henchman, and a "Boss". I would also boost the stats of NPCs with class levels to be more in keeping with those of the PCs and I would at least make the BBEG gestalt.</p><p></p><p>From there you might consider runnign an adventure in a half sunken city or ruin where heavy armor is going to be a problem and/or throw in creatures with good touch attacks periodically. You don't want to completly do away with the efforts that the Tanks have made to get that high AC, but you should challange them periodically. </p><p></p><p>Do keep in mind that anything based on skill checks is going to be normal for a 7th level party. So throw in traps, roleplaying, and investigation to be more of the challange if they are just sweeping through combat.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 2973069, member: 14041"] Broken is not the phrase I would use. Just because the PCs don't fit well into the EL/CR system doesn't mean the campaign is worthless, it just means that you need to make some adjustements. I think your assumption of an EL 9 is probablly pretty good. Especially if you choose CR 9 things whose reason for being such is based not on how much straight hp damage they can do, but various other special abilities. Also, multiple lower level creatures working in a group with good tactics and some terrain advantages should tax them pretty well. Multiple creatures who work intellignetly are always goign to be a bigger challange than an equivalent CR single creture. I would use 9 as a base and work in encounters between 7 and 11. A good rule of thumb is in a one session adventure you might have Base -2 (7), Base -2 (7), Base (9), Base +1 (10), and Base +2 (11). That would represent some initial challangesa Head Henchman, and a "Boss". I would also boost the stats of NPCs with class levels to be more in keeping with those of the PCs and I would at least make the BBEG gestalt. From there you might consider runnign an adventure in a half sunken city or ruin where heavy armor is going to be a problem and/or throw in creatures with good touch attacks periodically. You don't want to completly do away with the efforts that the Tanks have made to get that high AC, but you should challange them periodically. Do keep in mind that anything based on skill checks is going to be normal for a 7th level party. So throw in traps, roleplaying, and investigation to be more of the challange if they are just sweeping through combat. [/QUOTE]
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Is this campaign broken? If so, how to fix it?
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