More or less than 4 PCs

Glacialis

Explorer
I have found several EL calculators that take into account a party that has more or less than 4 PCs, but I'd like to be able to do this myself. The DMG isn't much help, since the only blurb about != 4 PCs is in the rewards/XP section.

So, what have you done to balance against say, 5 characters? 6? 3? I really like the convenience of the EL/CR system, but this is one aspect of it that's somewhat annoying.

I'm DMing a party of 5 PCs through the Midnight campaign setting, a setting which recommends altering the CR of certain creatures because things like energy resistance, incorporealness or ability to fly. I want to be absolutely certain that I'm in the neighborhood of appropriate EL when I design encounters, because the setting is far more deadly than standard D&D.

Add to that I'm using Armor as Damage Reduction from Unearthed Arcana, and the EL calculation gets a LOT more difficult.
 

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Magesmiley

Explorer
I typically DM for a group of 6-7 players, so an EL based on a 4 player premise tends to be a blowout in my games. I've kind of developed the following rules of thumb:

2 players: Reduce the typical EL needed to challenge the party by 2.
3 players: Reduce the typical EL needed to challenge the party by 1.
5-6 players: Boost the typical EL needed to challenge the party by 1.
7-8 players: Boost the typical EL needed to challenge the party by 2.

Be careful with this, particularly in situations where damage reduction, spell resistance, energy resistsance, or high saving throws come into play. In many cases raising the EL by 1-2 can drastically overpower the players, particularly when they're facing an adventure climax and the EL is already above the party's average level.
 

Stalker0

Legend
I think in general, increase ECL through more numbers, not stronger npcs.

A party of 6 characters gets a lot more actions per round than a 4 player one does, and in the grand scheme actions are your scarcest resource.

On the other hand, if you increase the power of your npcs too much, they may blow away the party in a few hits. More numbers of weaker characters doesn't cause this problem as much.
 

Dross

Explorer
Agree with the previous comments.

Increasing the ECL through more powerful foes can lead to a single lucky/unlucky dice roll determining the battle (being a poor dice roller not something i like). This is less likely through greater numbers (despite more dice rolls).

A more powerful foe could conceiveably do +20-80 points of damage on a critical above what a critical could do on an ECL equivelent foe. Taken to the extreme, +80 points will kill most fighters let alone lesser D# PC's.

ECL is a good guideline. But that is what is is, a guideline. There are a lot of other factors, but see what YOUR group can do, than adjust.

I've seen numbers on this board swing from + or - 3 ECL depending on PC numbers (and i guess skill). My experience in a couple of groups support this. Determine the party ECL and adjust.

Maybe forgett ECL in same sense and say: Will this be a challenge to the party? is if is an "average" challange, then award equivilent ECL experience.
 

frankthedm

First Post
And one other thing, increasing enemy numbers means more players have something to do. This is very impotant, otherwise not all player might even get the chance to be involved in an encounter. Also don't forget to attack from behind in corridors so the rear guard has a chance to get in on the fun!
 

lukelightning

First Post
frankthedm said:
And one other thing, increasing enemy numbers means more players have something to do.

Hear hear! In a recent encounter we got attacked by a giant hulking graveyard dirt monster. Suitably worried about it we all buffed ourselves up to the max and went all out on it... my poor little rogue did all of 5 points of damage to it before the cleric and driud laid Righteous Smackdown and Great Big Bear Attack upon it, demolishing it totally.
 

Allegro

First Post
Another way to compensate for less then 4 PC is to increase the wealth of the party. They will have less actions as pointed out; but with better equipment they can be more effective. Another way to decrease the difficulty level of an encounter is to give the PCs an advantage (higher ground, surprise round, some barrels of oil that can be tipped over and ignited, ect)
 

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