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<blockquote data-quote="Whisper72" data-source="post: 5423262" data-attributes="member: 17339"><p>Very true advice. The CR system is a nice try to give a starting DM some feeling of the power of the encounter, but at least half of the equation depends upon the specific makeup and resourcefulness of the characters and the players themselves. So. It begins with knowing your players.</p><p></p><p>Fudging a bit to make encounters more fun is a good idea, but try not to make it too commonplace. It can give the players the idea that their actions barely matter anymore, each encounter is 'tailor made' and they will win all the time.</p><p></p><p>Make it clear that they sometimes encounter foes they just cannot win from, they should run away, also throw the odd 'mook' encounter their way, to boost confidence and allow them to show how powerful they have become.</p><p></p><p>In the end, it is more important to see what the abilities (both in terms of classes, but also in terms of magic items and types of spells) the PC's have at their disposal and the creativity with which the players themselves manage to 'leverage' these powers, to decide which encounters pose a real threat/challenge. So unfortunately, there is no simple way to decide which encounters are suitable for your specific group.</p></blockquote><p></p>
[QUOTE="Whisper72, post: 5423262, member: 17339"] Very true advice. The CR system is a nice try to give a starting DM some feeling of the power of the encounter, but at least half of the equation depends upon the specific makeup and resourcefulness of the characters and the players themselves. So. It begins with knowing your players. Fudging a bit to make encounters more fun is a good idea, but try not to make it too commonplace. It can give the players the idea that their actions barely matter anymore, each encounter is 'tailor made' and they will win all the time. Make it clear that they sometimes encounter foes they just cannot win from, they should run away, also throw the odd 'mook' encounter their way, to boost confidence and allow them to show how powerful they have become. In the end, it is more important to see what the abilities (both in terms of classes, but also in terms of magic items and types of spells) the PC's have at their disposal and the creativity with which the players themselves manage to 'leverage' these powers, to decide which encounters pose a real threat/challenge. So unfortunately, there is no simple way to decide which encounters are suitable for your specific group. [/QUOTE]
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