Party effective level

Greenfield

Adventurer
"We hold these truths to be self evident; That all men are created equal..."

A noble phrase, written by someone who never played D&D.

The fact is that all characters are not created equal, nor do they develop equally, nor are the players all equal.

So, does anyone have a suggestion on how to estimate the effective level of a group of PCs?

For combat, one way is to look at their ACs and hit points, to determine how much damage you can throw at them, and at what attack bonus, then compare their average damage output against a given AC and Save bonus.

It's simple and direct, and often wrong. We have one player at my table who is wildly inventive, and likely to come up with the oddest tactics and maneuvers. They're legal (for the most part), but hard to predict, and can completely change the face of the battlefield. We have another who has been playing the game for years, yet still has to ask what she adds to her Initiative or attack roll, and never really plans her spells.

I expect every game has players like these, to one degree or another. What their character should be able to do, on paper, rarely reflects their actual impact on game play.

I've been tempted to add some monsters at the last minute, "calling in the reserves" if you will, when I see the creative madman get that crazy gleam in his eye, but changing the enemy mid-battle isn't exactly fair. (It's also less than effective, since buffing spells and effects are already up, and the party is likely on a roll.)

Besides, if I turn a campaign into an arms race, everybody loses. PC's get levels and loot faster as I escalate the challenges, which in turn escalates their ability to deal with challenges that should be at or above their CR.

I've also been tempted to make some of the monsters suddenly go brain-dead when someone demonstrates that they're really not on the ball in a given session. You know, bad guys start making mistakes, essentially dropping their CR to balance for cold dice or a lack of inspired play.

That way lay Monty's Halls of Doom, as the PCs again garner XP and loot for Special Olympics level challenges.

So how do you calculate party effectiveness? (And please don't suggest the CR system. We all know its failing all too well.)
 

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Trial and error.

Ignore CR completely. Try not to make the same mistake twice.

You should soon be creating challenging but not impossible encounters and you will be a better DM by virtue of understanding the PCs' power as well as the various monsters' power (since monster CRs are not only brokern relative to PCs but are also broken relative to each other), instead of relying on the CR crutch.
 

Not to seem ungrateful for the advice, but ...

Your proposed system is not to use a system. A solution that solves nothing, guidelines that offer no guidance. I could go on, but I think you get the drift.

I was hoping for some advice on how to rate the party's actual performance, rather than their potential performance.

(Oh, and if the advice on how to do it is "just do it", don't do it. :) )
 

While I do not say CR is completely useless, I agree with kitcik that trial ane error (or modification based on each DM's experience) is the only way to go.

Not just PCs and players, but monsters and DMs are not created equal. The same monster controlled by different DM has different efficiency.

Also, the power of each PC does not define the party's entire strength. The party's strength is composed of not only each PC's strength and each player's cleverness, but also highly dependent on entire party's composition and how-well they co-operate.

The same can be said for monsters, too. Five CR 9 Frost Giants are not equal to three Frost Giants plus a Level 9 NPC mage and a Level 9 Cleric. If played appropriately, the latter is often far much stronger.

So, making each encounter to be challenging to a certain party is an art, not a math.

Still, CR is at least a moderately useful tool when doing the first step to make an appropriately challenging encounter. But that is just a rough guideline. You always need some adjustments.

>I was hoping for some advice on how to rate the party's actual performance, rather than their potential performance.

You will learn how the party is strong after, and only after, they actually fight several encounters. Sorry, but that is the truth, I say.
 

I look at monsters with the assumption that they were written for groups using elite array, but 32 pt. buy gets used the most, from what I've seen. You should adjust CR by 1 for that, as a start. An optimizers might also be, let's say, 25% more capable against the CR system. So a 32 pt. buy 20th level effectively made, but not cheesy character, might take on CR26s the way the books say it should be able to take on CR 20s. But that's just my rough estimation.
 

Your proposed system is not to use a system. A solution that solves nothing, guidelines that offer no guidance. I could go on, but I think you get the drift.

(Oh, and if the advice on how to do it is "just do it", don't do it. :) )


While I do not say CR is completely useless, I agree with kitcik that trial ane error (or modification based on each DM's experience) is the only way to go.

Not just PCs and players, but monsters and DMs are not created equal. The same monster controlled by different DM has different efficiency.

Also, the power of each PC does not define the party's entire strength. The party's strength is composed of not only each PC's strength and each player's cleverness, but also highly dependent on entire party's composition and how-well they co-operate.

So, making each encounter to be challenging to a certain party is an art, not a math.

You will learn how the party is strong after, and only after, they actually fight several encounters. Sorry, but that is the truth, I say.

Sorry, but I think you need to rethink your stance on this [MENTION=6669384]Greenfield[/MENTION]. As [MENTION=45489]shino[/MENTION]kada says, it is an art; and the only way to learn it is actual experience. No "system" will solve this problem for you. I was not trying to be obtuse - I think that this guidance would be very helpful for you - it really is THE solution - if you are open to it.
 

good post, good question...

but really if you could plan for players creativity, he wouldn't be that creative would he?

I know its the answer you don't want, but even if you put a number on one characters creativity and a number on anothers stupidity, maybe one will have an off day and the other an 'on' day.

Regardless, only you know your own players.
 


The root of the issue here is not the "party" but the
"players" and the "DM".

The rules are designed around some abstract concept that is an estimate of PCS and monsters being played to their average effectivness.

If a player is being really creative and changes the field of play such that the DM can't keep up - well then what I see here is that the DM is not playing the game field to the effect it can have.

Sorry, no advice can really be given as to how to balance creativity of players and DMs - it is always a matter of situational conditions.
 

I think I may well have touched on an answer myself.

Yes, it's an art, not a science, and a certain amount of estimating and adjusting is called for (read: "trial and error"). But you need a starting point, a base line to begin with.

Looking at potential damage output v AC and hit points is all well and good, but looking at actual damage output is better.

When a party first starts hitting 5th level or so, a DM should expect the arcane types to start playing with fireballs and lightning bolts. That's the potential. But maybe your Wizard is going to choose Haste, or Fly.

You need to know if the fighter is going to fight hard core, down to the wire, or is he going to turn and run when his hit points get below 50%. In other words, does the beef charge or stampede?

Does your Rogue risk himself in melee, setting up flanks, or does he play it safe sniping from cover?

Look not only at what they can do, but what they will do, and work from there.
 

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