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<blockquote data-quote="Stormonu" data-source="post: 6086150" data-attributes="member: 52734"><p>Don't try to fit the whole map on the battle mat at once. You really only need to worry about the current area the party is in; as they move from area to area, clear off your mat and put the new area on. You may fit a couple areas on at once, but certainly don't limit yourself to the area of the battlemat.</p><p></p><p>Personally, I never found CR difficult to understand, but I think 3E may have expained it better than PF.</p><p></p><p>Something to keep in mind: opponents of a CR totalling the party's level is not much more than a speedbump (such as a CR 4 encounter against a group of 4th level PCs). Such encounters are designed to wear PCs down over multiple encounters (3-4 such encounters). Basically, the game is designed so that it's expected characters will win a battle against opponents of their CR.</p><p></p><p>When running games, I often set the opening encounter at party's level - 1 (PL-1) or at the party's level (PL). The next few encounters range between PL to PL+1 (generally I find encounters that the total CR is below the party aren't interesting at all). The final encounter is usually PL+2 (an interesting, but beatable encounter) to a PL+4 (flip a coin for who's likely to win, expect PC deaths).</p><p></p><p>The big thing is to consider how many encounters the PCs are likely to face in a row. If the party is going to be doing a lot of adventuring, you can use lower CRs (at or a level below the party). Fewer encounters between rests, and you may need higher CRs (usually above the PCs level) to be challenging.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6086150, member: 52734"] Don't try to fit the whole map on the battle mat at once. You really only need to worry about the current area the party is in; as they move from area to area, clear off your mat and put the new area on. You may fit a couple areas on at once, but certainly don't limit yourself to the area of the battlemat. Personally, I never found CR difficult to understand, but I think 3E may have expained it better than PF. Something to keep in mind: opponents of a CR totalling the party's level is not much more than a speedbump (such as a CR 4 encounter against a group of 4th level PCs). Such encounters are designed to wear PCs down over multiple encounters (3-4 such encounters). Basically, the game is designed so that it's expected characters will win a battle against opponents of their CR. When running games, I often set the opening encounter at party's level - 1 (PL-1) or at the party's level (PL). The next few encounters range between PL to PL+1 (generally I find encounters that the total CR is below the party aren't interesting at all). The final encounter is usually PL+2 (an interesting, but beatable encounter) to a PL+4 (flip a coin for who's likely to win, expect PC deaths). The big thing is to consider how many encounters the PCs are likely to face in a row. If the party is going to be doing a lot of adventuring, you can use lower CRs (at or a level below the party). Fewer encounters between rests, and you may need higher CRs (usually above the PCs level) to be challenging. [/QUOTE]
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