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Need for AL-specific rulings of CoS
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<blockquote data-quote="Z. H. Darkstar" data-source="post: 6845828" data-attributes="member: 6746780"><p>That's all well and good, but let's be honest here. How many of us are actually running tables of only 5 players? 5 players is a bad attendance night at my store, with our tables almost always running at capacity and having to turn away players. While I understand that the party of 5 is the standard that all of the writers design with, I would like to see some more effort added to the adventures to give DMs of smaller/larger tables advice beyond the simple "add or remove creatures of the same type" that we see lazily added in a single sentence to every book. A lot of the times, that method doesn't do nearly enough to shore up the differences in XP earned when you've got 6-7 players. I really wish that the adventure writers would adopt the AL difficulty scale. </p><p></p><p>Countless hours are wasted each season having to calculate the per-character XP of an encounter in a hardcover and then adding creatures until the per-character XP is close enough to have a negligible effect on level progression. The only time that adding an extra 1-2 creatures per player over 5 is the simple solution is when the encounter features enemy groups that are already multiples of 5. Even more hours are then wasted with these combats going on for longer periods of time, because I had to add a handful more of the CR 1/4-1 creatures to make up the XP difference of this battle. If I could replace X amount of creature Y with an upgraded version of that creature (ex. remove Bugbears to add a Bugbear Chief) that would provide the necessary missing XP without bogging down combat with extra rolls, then my life as a DM would far simpler.</p><p></p><p>Let's be real. The CR system is still just as vague and pointless now as it was in previous editions. The only thing that players give a kobold's arse about is XP. We should make the per-character XP the focus of modifying encounters. Instead of simply limiting the DM empowerment to adding more of the exact same creatures, we should be allowed to substitute with the upgraded versions of creatures as well, again using Bugbears and Chiefs as my example.</p><p></p><p>Don't get me started on using the max HP for a creature or changing spells/weapons as a means of adjusting encounters for larger parties. It might balance out the difficulty, but it doesn't balance out the level progression. If anything, it stunts the progression.</p></blockquote><p></p>
[QUOTE="Z. H. Darkstar, post: 6845828, member: 6746780"] That's all well and good, but let's be honest here. How many of us are actually running tables of only 5 players? 5 players is a bad attendance night at my store, with our tables almost always running at capacity and having to turn away players. While I understand that the party of 5 is the standard that all of the writers design with, I would like to see some more effort added to the adventures to give DMs of smaller/larger tables advice beyond the simple "add or remove creatures of the same type" that we see lazily added in a single sentence to every book. A lot of the times, that method doesn't do nearly enough to shore up the differences in XP earned when you've got 6-7 players. I really wish that the adventure writers would adopt the AL difficulty scale. Countless hours are wasted each season having to calculate the per-character XP of an encounter in a hardcover and then adding creatures until the per-character XP is close enough to have a negligible effect on level progression. The only time that adding an extra 1-2 creatures per player over 5 is the simple solution is when the encounter features enemy groups that are already multiples of 5. Even more hours are then wasted with these combats going on for longer periods of time, because I had to add a handful more of the CR 1/4-1 creatures to make up the XP difference of this battle. If I could replace X amount of creature Y with an upgraded version of that creature (ex. remove Bugbears to add a Bugbear Chief) that would provide the necessary missing XP without bogging down combat with extra rolls, then my life as a DM would far simpler. Let's be real. The CR system is still just as vague and pointless now as it was in previous editions. The only thing that players give a kobold's arse about is XP. We should make the per-character XP the focus of modifying encounters. Instead of simply limiting the DM empowerment to adding more of the exact same creatures, we should be allowed to substitute with the upgraded versions of creatures as well, again using Bugbears and Chiefs as my example. Don't get me started on using the max HP for a creature or changing spells/weapons as a means of adjusting encounters for larger parties. It might balance out the difficulty, but it doesn't balance out the level progression. If anything, it stunts the progression. [/QUOTE]
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