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Running WotC Adventure Question
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<blockquote data-quote="WhosDaDungeonMaster" data-source="post: 7553240"><p>Well, the reason I ask is I have been using the revamped printing of Keep On The Borderlands for 5E, but it has taken a bit of modifying once the PCs got above 3rd level. Now, after clearing out the original caves and river/wilderness areas, most of them are 5th level and a couple are close to 6th.</p><p></p><p>I am a mathematician and have been experimenting with the XP system as presented in the DMG, trying to go with the suggested guidelines for encounters per day and so on, and because of the number of foes multiplier I am usually only awarding about half the XP suggested for the encounter. For example, take a group of 4 1st-level characters. For them, a Hard encounter has an adjusted XP value of 300-399 points. But if I do, say 2 CR 1/2s, the XP value is only 200, but the <em>adjusted</em> value because there are two of them is 300. That makes it a Hard encounter, but the group only gets 200 XP for it, not 300.</p><p></p><p>I think that is the issue with the printed adventures. Adjusted XP is used to determine the difficulty, and the designers aimed for X easies, Y moderates, and Z hards, but in most cases the actual <em>earned</em> XP ends up being 1/2 or less than the adjusted XP!</p><p></p><p>If that is the case, no wonder parties are falling short of making the levels desired to continue on in the adventure. Sure, ideas, tactics, role-playing, finishing tasks, etc. can bolster the XP, as can random encounters, but it leaves a bad taste in my mouth when such things are necessary and the core system for determining XP falls short IMO.</p><p></p><p>Does any one else have a similar take on all this?</p></blockquote><p></p>
[QUOTE="WhosDaDungeonMaster, post: 7553240"] Well, the reason I ask is I have been using the revamped printing of Keep On The Borderlands for 5E, but it has taken a bit of modifying once the PCs got above 3rd level. Now, after clearing out the original caves and river/wilderness areas, most of them are 5th level and a couple are close to 6th. I am a mathematician and have been experimenting with the XP system as presented in the DMG, trying to go with the suggested guidelines for encounters per day and so on, and because of the number of foes multiplier I am usually only awarding about half the XP suggested for the encounter. For example, take a group of 4 1st-level characters. For them, a Hard encounter has an adjusted XP value of 300-399 points. But if I do, say 2 CR 1/2s, the XP value is only 200, but the [I]adjusted[/I] value because there are two of them is 300. That makes it a Hard encounter, but the group only gets 200 XP for it, not 300. I think that is the issue with the printed adventures. Adjusted XP is used to determine the difficulty, and the designers aimed for X easies, Y moderates, and Z hards, but in most cases the actual [I]earned[/I] XP ends up being 1/2 or less than the adjusted XP! If that is the case, no wonder parties are falling short of making the levels desired to continue on in the adventure. Sure, ideas, tactics, role-playing, finishing tasks, etc. can bolster the XP, as can random encounters, but it leaves a bad taste in my mouth when such things are necessary and the core system for determining XP falls short IMO. Does any one else have a similar take on all this? [/QUOTE]
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