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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Party Levels, CR, and Those Wacky Stats!
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<blockquote data-quote="hobbes" data-source="post: 606315" data-attributes="member: 333"><p>Something important to remember is that a party of 4 first level adventurers should be able to take out a CR 1 opponent without really breaking a sweat. With that in mind, I prefer to throw stuff at them that will give them a serious challenge and the possibility of failure (if there's no element of danger, then what's the fun?). However, I am also prepared to scale back on things a great deal if it looks like I've overestimated their ability to take what I've thrown at them. The CR are pretty much there to give you a rough guideline. If you don't exceed it things get really boring. </p><p></p><p>As far as experience goes, I try to 'rig' it so that they level up at a reasonable progression (maybe once every 2 or 3 8hr sessions). On average, the PC's actually accumulate exp. at roughly 50% of the speed listed in the DMG. I got the inspiration to do that from reading PirateCat's Story Hour, where he talked about keeping the flow of the game. It makes sense to me, as you want your players to spend some time in their characters at lower levels, since that dramatically shapes how the character acts at higher levels. In a nutshell, the philosophy I like to follow (and think it's the whole idea anyway) is this:</p><p></p><p>Use the numbers as guidelines to create a fun game. Don't worry if story you're trying to tell requires you to 'fudge' a little here and there (such as adding or subtracting HP to an opponent, or tossing in an unexpected spell-like ability).</p><p></p><p>Just don't tell the players that you're doing it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="hobbes, post: 606315, member: 333"] Something important to remember is that a party of 4 first level adventurers should be able to take out a CR 1 opponent without really breaking a sweat. With that in mind, I prefer to throw stuff at them that will give them a serious challenge and the possibility of failure (if there's no element of danger, then what's the fun?). However, I am also prepared to scale back on things a great deal if it looks like I've overestimated their ability to take what I've thrown at them. The CR are pretty much there to give you a rough guideline. If you don't exceed it things get really boring. As far as experience goes, I try to 'rig' it so that they level up at a reasonable progression (maybe once every 2 or 3 8hr sessions). On average, the PC's actually accumulate exp. at roughly 50% of the speed listed in the DMG. I got the inspiration to do that from reading PirateCat's Story Hour, where he talked about keeping the flow of the game. It makes sense to me, as you want your players to spend some time in their characters at lower levels, since that dramatically shapes how the character acts at higher levels. In a nutshell, the philosophy I like to follow (and think it's the whole idea anyway) is this: Use the numbers as guidelines to create a fun game. Don't worry if story you're trying to tell requires you to 'fudge' a little here and there (such as adding or subtracting HP to an opponent, or tossing in an unexpected spell-like ability). Just don't tell the players that you're doing it! :D [/QUOTE]
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Party Levels, CR, and Those Wacky Stats!
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