Quick and dirty level conversion to run adventures with more or less than 5 players

Asmor

First Post
The short story: You want to run an adventure designed for 5 characters of level N, but you don't have 5 players.

If you've got 1 player, increase his level by 9. So a level 1 adventure would need a single level 10 character, and a level 21 adventure would need a single level 30 character.

2 players: Increase level by 5.

3 players: Increase level by 3.

4 players: Increase level by 1.

6 players: Decrease level by 1.

7 players: Decrease level by 2.

8 players: Decrease level by 3.

I don't know if the exp will work out so that they'll level in the same spots, though I've got a gut feeling it might, or at least close enough. But anyways, that should work. Obviously, the more extreme the level conversion the more likely the system will be broken. Theoretically it should work, though.

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The long story: I got these numbers by the following process.

First, I took the exp for a single monster of a particular level. Let's call this the base exp. Multiply that by 5 to get the target exp for that level. This target exp is the number which adventure writers are supposed to focus on, though of course it will fluctuate up and down a bit and they'll also have both higher and lower level encounters, but if this works right it should get the same effect on your converted characters.

Next, I took the target exp, and divided by the number of players. This is how much exp each player should be "worth." For example, running 4 players through a level 1 encounter (target exp of 500) means that the 4 players should each be worth 500/4=125 exp. 125 exp is the base value of a level 2 monster, so the 4 players should each be level 2.

This formula does not match up every time, however it does match up very frequently. For example, levels 5, 10, 14 and 18 (base exp 200, 500, 1000, 2000 respectively) all show up exactly quite frequently. More importantly, every time they show up, there are EXACTLY 4 spots between the level 5 and 10 value, for example, meaning levels 6, 7, 8, and 9 fill those spots well even if they're not exact matches. In addition, if I set level 30 as the highest level at which your player's worth is 19,000 or fewer exp, it all syncs up perfectly. Thus I feel these numbers should work well.

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There's still one major problem, though: treasure. I'm not really sure what to do about it; my gut instinct is to leave the treasure untouched. Since the treasure is not adjusted for level, it will act as a "dampener," making higher level characters slightly less powerful and lower level characters slightly more powerful. My biggest concern with this system is that, particularly with only 1 or 2 players, the numbers may be so out of whack that the monsters need to roll a 17 or 18 to hit and the players only need a 3 or a 4; reducing the enhancement bonus of armor and weapons serves as a nice safety valve, then, to keep those numbers a bit more in check.

What do you think?
 

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Looks right. They ought to level in roughly the same spots, too. For the most part, a DM can use the same formulas for building encounters (5 monsters of equal level, 4 monsters of level +1, 3 monsters of level +3, 2 monsters of level +5, etc.).

I would recommend adjusting treasure so that the PC's get the right number of level-appropriate items. (In fact, even with 5 party members, I think any DM should adjust the treasure in a module so that the magic items suit the PC's.) Players get mad if they find less treasure than they should, and having underequipped PC's might mess up your calculation in unpredictable ways.

Also, keep in mind that it may be preferable to just increase or decrease the number of monsters to suit the party size. I had 6 players for KotS, and it was fairly easy to just add a few extra monsters to each encounter.
 

3 players is probably closer to +2 most of the time, I'd think. I guess if you're shorting them on treasure it works out.

I've got 3 players (at +2 level) going through Keep on Shadowfell now and they've been doing fine, but they haven't hit any of the really hard fights yet.

The +5 for 2 players will just lead to a lot of misses against the players, I suspect... I guess that's okay since you've got extra people, but it's a little odd.
 

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