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Legendary actions... should it be 3?
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<blockquote data-quote="Tormyr" data-source="post: 6913396" data-attributes="member: 6776887"><p>I have had anywhere from 6-8 players in my campaign over the last 2.5 years. The adventure path I am running uses 4 PCs as a baseline. When there were multiple enemies in an encounter, I would bump the number of enemies by a similar proportion to the increase in PCs (6 PCs get 50% more enemies). When that is not possible, such as with a solo monster, I increase hp and/or uses of legendary resistance. A creature that is balance for a large party by upping the damage has at least two things I like less: it is a glass cannon that will possibly go down very quickly to the PCs and there is a chance of it knocking a fully healthy PC out in one turn/round.</p><p></p><p>I bump the hp for each PC instead. CR 1 to 19 creatures get 30 hp per PC while CR 20+ creatures get 90 hp per PC. This increases the CR by 1 (increasing the defensive CR by 2 without changing the offensive CR). A CR 10 creature is a medium encounter for 4 level 10 PCs. A CR 11 creature is still barely a medium encounter for 5 level 10 PCs. A CR 12 creature has fallen under the medium threshold for 6 level 10 PCs. The monster continues to be a little less competitive with additional PCs, which might be a good thing. The idea is to get the creature to stick around long enough to get some damage in. If the creature actually had enough hp to keep the challenge the same for 8 PCs instead of 4, the combat will go on for a long time, the party will blow more of their high damage stuff, combat takes too long, and the group starts moving to a 5 minute work day. YMMV</p><p></p><p>The other thing I will do is use an extra legendary resistance in place of one of the hp bumps if the party is peppering the creature with save or suck spells and it blows its uses of legendary resistance early. The monster is not crippled, but it will fall just from damage.</p><p></p><p>This system has worked well for me through the years of our campaign. The party is now level 19 and its a high magic item campaign as the adventure path was brought over from 3.5.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6913396, member: 6776887"] I have had anywhere from 6-8 players in my campaign over the last 2.5 years. The adventure path I am running uses 4 PCs as a baseline. When there were multiple enemies in an encounter, I would bump the number of enemies by a similar proportion to the increase in PCs (6 PCs get 50% more enemies). When that is not possible, such as with a solo monster, I increase hp and/or uses of legendary resistance. A creature that is balance for a large party by upping the damage has at least two things I like less: it is a glass cannon that will possibly go down very quickly to the PCs and there is a chance of it knocking a fully healthy PC out in one turn/round. I bump the hp for each PC instead. CR 1 to 19 creatures get 30 hp per PC while CR 20+ creatures get 90 hp per PC. This increases the CR by 1 (increasing the defensive CR by 2 without changing the offensive CR). A CR 10 creature is a medium encounter for 4 level 10 PCs. A CR 11 creature is still barely a medium encounter for 5 level 10 PCs. A CR 12 creature has fallen under the medium threshold for 6 level 10 PCs. The monster continues to be a little less competitive with additional PCs, which might be a good thing. The idea is to get the creature to stick around long enough to get some damage in. If the creature actually had enough hp to keep the challenge the same for 8 PCs instead of 4, the combat will go on for a long time, the party will blow more of their high damage stuff, combat takes too long, and the group starts moving to a 5 minute work day. YMMV The other thing I will do is use an extra legendary resistance in place of one of the hp bumps if the party is peppering the creature with save or suck spells and it blows its uses of legendary resistance early. The monster is not crippled, but it will fall just from damage. This system has worked well for me through the years of our campaign. The party is now level 19 and its a high magic item campaign as the adventure path was brought over from 3.5. [/QUOTE]
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