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Need help calculating Party CR
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<blockquote data-quote="Kae'Yoss" data-source="post: 838058" data-attributes="member: 4134"><p>The only advice that works on the long run without losing all credibility: <strong>Make them even!</strong> At least, more or less. 5 levels difference is just to much! Three would be the most, and even that's extreme.</p><p></p><p>If you stick to that set-up, you're forced to design your encounters to that flaw: you have to have fights with one strong adversary and several weaker ones, so everyone has a match, which gets annoying ("What a surprise: it's a tough overlord with weaker sidekicks. Again."). You have to avoid area of effect spells, especially for the stronger attackers. The only other way is to either have enemies that bore the stronger characters to death, or ones that beat the weaker ones there! Or, even worse, they miraculously only attack the stronger ones...</p><p></p><p>My suggestion: either give the weaker characters free XP to break even (or at least get closer), give them templates that increase their power quickly (make one a lycanthrope, another becomes infused with divine energy, making him a half-celestial, and so on), or (if you don't like that sudden increase), award XP according to character level, not average party level: To do that, you figure out what a character of his level gets and divide it by the number of characters in the party. </p><p></p><p>Example:</p><p>They face a CR 7 critter.</p><p>A 10th-level party would get 1000 xp.</p><p>7th - 2100</p><p>6th - 2700</p><p>5th - 3000</p><p></p><p>Now 1000/6 = 167, so the 10th-level character gets 167 XP</p><p>2100/6 = 350</p><p>2700/6 = 450</p><p>3000/6 = 500</p><p></p><p>This way, the lower-level characters rise much faster than higher-level characters, and they eventually even up.</p><p></p><p>BTW: I wouldn't give the lover-leveled characters better magic to even it up: the higher-leveled characters can do the greater deeds so they deserve better equipment.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 838058, member: 4134"] The only advice that works on the long run without losing all credibility: [B]Make them even![/B] At least, more or less. 5 levels difference is just to much! Three would be the most, and even that's extreme. If you stick to that set-up, you're forced to design your encounters to that flaw: you have to have fights with one strong adversary and several weaker ones, so everyone has a match, which gets annoying ("What a surprise: it's a tough overlord with weaker sidekicks. Again."). You have to avoid area of effect spells, especially for the stronger attackers. The only other way is to either have enemies that bore the stronger characters to death, or ones that beat the weaker ones there! Or, even worse, they miraculously only attack the stronger ones... My suggestion: either give the weaker characters free XP to break even (or at least get closer), give them templates that increase their power quickly (make one a lycanthrope, another becomes infused with divine energy, making him a half-celestial, and so on), or (if you don't like that sudden increase), award XP according to character level, not average party level: To do that, you figure out what a character of his level gets and divide it by the number of characters in the party. Example: They face a CR 7 critter. A 10th-level party would get 1000 xp. 7th - 2100 6th - 2700 5th - 3000 Now 1000/6 = 167, so the 10th-level character gets 167 XP 2100/6 = 350 2700/6 = 450 3000/6 = 500 This way, the lower-level characters rise much faster than higher-level characters, and they eventually even up. BTW: I wouldn't give the lover-leveled characters better magic to even it up: the higher-leveled characters can do the greater deeds so they deserve better equipment. [/QUOTE]
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