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*TTRPGs General
Making enemies dangerous that don't have magic
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<blockquote data-quote="Fieari" data-source="post: 2480252" data-attributes="member: 16221"><p>According to Upper Krust, a naked character is worth 80% of his levels, with each level of standard gear adding in that final 20% for full ECL value. So lets say you give the bandits first level gear. That's 1 full level, and then the rest of the levels are worth 0.8, so to make them the equivelent of a 9th level character, you'd need to make them 10th or 11th level.</p><p></p><p>A normal 9th level equivelent that is. Gestalt gives the party an extra little oomph, and you may want to give the bandits a level or two on top of that just to compensate. Your gut instinct of 12th level may be about right, but you could even consider 13 or 14. </p><p></p><p>I find that I personally know my group pretty well, and can gague what they can and can't handle at various points, often by trial and error through "Random Encounters", pitting them against this or that and seeing how the numbers and tactics work out. But if you're worried the bandits are too powerful, make sure the party has an excape route available and then next time don't send so many at once against them. A gestalt party should have the resources to deal with most any single, non-magical foe, even if that foe is double their level (though it may take some EXTRA effort in such a case, and the expending of a fair portion of those resources). Non doubling, they should be able to handle a larger number fairly well.</p></blockquote><p></p>
[QUOTE="Fieari, post: 2480252, member: 16221"] According to Upper Krust, a naked character is worth 80% of his levels, with each level of standard gear adding in that final 20% for full ECL value. So lets say you give the bandits first level gear. That's 1 full level, and then the rest of the levels are worth 0.8, so to make them the equivelent of a 9th level character, you'd need to make them 10th or 11th level. A normal 9th level equivelent that is. Gestalt gives the party an extra little oomph, and you may want to give the bandits a level or two on top of that just to compensate. Your gut instinct of 12th level may be about right, but you could even consider 13 or 14. I find that I personally know my group pretty well, and can gague what they can and can't handle at various points, often by trial and error through "Random Encounters", pitting them against this or that and seeing how the numbers and tactics work out. But if you're worried the bandits are too powerful, make sure the party has an excape route available and then next time don't send so many at once against them. A gestalt party should have the resources to deal with most any single, non-magical foe, even if that foe is double their level (though it may take some EXTRA effort in such a case, and the expending of a fair portion of those resources). Non doubling, they should be able to handle a larger number fairly well. [/QUOTE]
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