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General Tabletop Discussion
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Party size and level variance in 5e
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<blockquote data-quote="Lanefan" data-source="post: 5965626" data-attributes="member: 29398"><p>Treasure is trivial anyway, a DM can always lob in more or less as she sees fit for her game; and as it's (usually) up to the players how it gets divided the players have only themselves to blame for any imbalance caused by unfair division (I've seen this happen).</p><p></p><p>As for the XP budget idea, I haven't run enough (converted) 4e modules yet to know whether x-amount of XP always translates into y-amount of challenge for a given party regardless what particular opponents make up those XP. I have learned, however, not to try and pre-guess how lethal a 4e module encounter might be to my parties, as they often seem to play out differently than they read.</p><p></p><p>I'm just finishing up running "Marauders of the Dune Sea" converted to 1e, and a couple of encounters in there that I thought would be really tough ended up manageable, while one in particular I thought would be straightforward almost wiped out half the party.</p><p>Depends how touchy the math is, I suppose. I mean, if an encounter with 8 foes is set up for a party of 5, if I've got 10 in the party does simply doubling the foes' numbers still work? It certainly gives the foes more opportunity to spiral on a few PCs if they're smart enough to think of that; and I find that depending on what the foes are and-or have going for them just straight doubling (or going by ratio) can wobble even in 1e's coarser math. 2 dragons are more than twice as deadly as one, for example...if they're smart. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I know in our 3e game where the party was usually huge (compared to design) the DM had to do all kinds of messing with CR to find us a challenge that would *be* a challenge but not slaughter us; he usually got it right, give or take, but there were a few occasions where "run away" was pretty much the only option.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5965626, member: 29398"] Treasure is trivial anyway, a DM can always lob in more or less as she sees fit for her game; and as it's (usually) up to the players how it gets divided the players have only themselves to blame for any imbalance caused by unfair division (I've seen this happen). As for the XP budget idea, I haven't run enough (converted) 4e modules yet to know whether x-amount of XP always translates into y-amount of challenge for a given party regardless what particular opponents make up those XP. I have learned, however, not to try and pre-guess how lethal a 4e module encounter might be to my parties, as they often seem to play out differently than they read. I'm just finishing up running "Marauders of the Dune Sea" converted to 1e, and a couple of encounters in there that I thought would be really tough ended up manageable, while one in particular I thought would be straightforward almost wiped out half the party. Depends how touchy the math is, I suppose. I mean, if an encounter with 8 foes is set up for a party of 5, if I've got 10 in the party does simply doubling the foes' numbers still work? It certainly gives the foes more opportunity to spiral on a few PCs if they're smart enough to think of that; and I find that depending on what the foes are and-or have going for them just straight doubling (or going by ratio) can wobble even in 1e's coarser math. 2 dragons are more than twice as deadly as one, for example...if they're smart. :) I know in our 3e game where the party was usually huge (compared to design) the DM had to do all kinds of messing with CR to find us a challenge that would *be* a challenge but not slaughter us; he usually got it right, give or take, but there were a few occasions where "run away" was pretty much the only option. Lanefan [/QUOTE]
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