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<blockquote data-quote="Nigh Invulnerable" data-source="post: 6090418" data-attributes="member: 6706185"><p>I have always understood CR as the following: a monster of CR X is an appropriate encounter for a party of 4 PCs of level X where said party should realistically burn through about 1/4 their resources (prepared spells, healing items, etc.). That's a generally good rule of thumb, but gets wonky the higher level you go. PCs gain powers capable of neutralizing enemies in a single turn and it can get messy if a higher CR enemy gets lucky with something like a breath weapon or AoE spell and takes out half the party. I prefer to use large groups of lower CR critters, as it simultaneously gives players more targets and exposes the PCs to more enemy attacks. Fighters enjoy mowing through lower HP enemies, and spellcasters can blast away and take out or incapacitate large numbers of enemies. One giant monster with a high CR who happens to resist spells or is difficult to hit in melee makes half the party feel pretty useless in a hurry.</p><p></p><p>I guess my advice on the density of dungeons is to default to lower (than the party) CR monsters in most rooms and have a higher than party level CR boss monster near the end. Never do more than about 4 CR higher than the party level though, or you start to risk TPK situations and no one likes that.</p></blockquote><p></p>
[QUOTE="Nigh Invulnerable, post: 6090418, member: 6706185"] I have always understood CR as the following: a monster of CR X is an appropriate encounter for a party of 4 PCs of level X where said party should realistically burn through about 1/4 their resources (prepared spells, healing items, etc.). That's a generally good rule of thumb, but gets wonky the higher level you go. PCs gain powers capable of neutralizing enemies in a single turn and it can get messy if a higher CR enemy gets lucky with something like a breath weapon or AoE spell and takes out half the party. I prefer to use large groups of lower CR critters, as it simultaneously gives players more targets and exposes the PCs to more enemy attacks. Fighters enjoy mowing through lower HP enemies, and spellcasters can blast away and take out or incapacitate large numbers of enemies. One giant monster with a high CR who happens to resist spells or is difficult to hit in melee makes half the party feel pretty useless in a hurry. I guess my advice on the density of dungeons is to default to lower (than the party) CR monsters in most rooms and have a higher than party level CR boss monster near the end. Never do more than about 4 CR higher than the party level though, or you start to risk TPK situations and no one likes that. [/QUOTE]
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