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<blockquote data-quote="iserith" data-source="post: 7584239" data-attributes="member: 97077"><p>1. CR is more of an art than a science, and an expected level of difficulty can be rapidly increased or decreased the moment the players start making decisions. Suffice it to say, with only 2 PCs, things will generally be harder for them than a party of four or five. A CR 2 monster is a Hard encounter by the numbers. A CR 3 monster is Deadly. Then you'll want to be careful about too many lower-CR creatures as the PCs may quickly be overwhelmed. To mitigate these concerns, you may consider adding three or so NPCs, fellow gladiators, who are basically guards from the Monster Manual. They're there to take the hits and get killed in gruesome ways. It's cinematic, and can help you manage the difficulty. As well, if you're not sure if the PCs will be overwhelmed, consider having the monsters come in waves. That way you can add a couple of monsters if the PCs are having an easy time of it or hold back monsters if they're struggling.</p><p></p><p>2. You might take a look at what the characters will eventually encounter as they continue their journey into Chult. This is a good opportunity to foreshadow future, tough encounters in the jungle or the ruins.</p><p></p><p>3. This depends on the characters. I recommend allowing them to have the benefits of short rests as a reward for achieving particular goals without taking the full hour to rest. For example, if they grab the brass ring and move on to the next challenge, the roar of the crowd fills them with courage and hope and this allows them regain some resources and spend hit dice to heal up a bit before carrying on.</p><p></p><p>4. Definitely use this as an opportunity to foreshadow the things to come.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="iserith, post: 7584239, member: 97077"] 1. CR is more of an art than a science, and an expected level of difficulty can be rapidly increased or decreased the moment the players start making decisions. Suffice it to say, with only 2 PCs, things will generally be harder for them than a party of four or five. A CR 2 monster is a Hard encounter by the numbers. A CR 3 monster is Deadly. Then you'll want to be careful about too many lower-CR creatures as the PCs may quickly be overwhelmed. To mitigate these concerns, you may consider adding three or so NPCs, fellow gladiators, who are basically guards from the Monster Manual. They're there to take the hits and get killed in gruesome ways. It's cinematic, and can help you manage the difficulty. As well, if you're not sure if the PCs will be overwhelmed, consider having the monsters come in waves. That way you can add a couple of monsters if the PCs are having an easy time of it or hold back monsters if they're struggling. 2. You might take a look at what the characters will eventually encounter as they continue their journey into Chult. This is a good opportunity to foreshadow future, tough encounters in the jungle or the ruins. 3. This depends on the characters. I recommend allowing them to have the benefits of short rests as a reward for achieving particular goals without taking the full hour to rest. For example, if they grab the brass ring and move on to the next challenge, the roar of the crowd fills them with courage and hope and this allows them regain some resources and spend hit dice to heal up a bit before carrying on. 4. Definitely use this as an opportunity to foreshadow the things to come. Good luck! [/QUOTE]
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