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Scaling an adventure for "One-on-One"-Gaming
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<blockquote data-quote="Uber Dungeon" data-source="post: 5401886" data-attributes="member: 87133"><p>It should be a good to intensionally under shoot it for the first battle, Something you feel confidant your party can beat. If that was to easy then bump it up a notch. If it felt right then you know where your party is at. I Personally do not relay on CR, CL or ECL. It doesn't really take into account you party's personal ability's. </p><p>I would suggest for scaling down "Sunless Citadel" knock off a creature. like this encounter "Dire Rats (3): hp 6, 4, 3." I might remove the dire rat with 6 hp, but i bet you could probably handle it. just keep lot of potions at hand. this might be a hard creature to kill;</p><p>Yusdrayl: Female kobold Sor3; CR 3; Small humanoid (reptilian);</p><p>HD 3d4; hp 21 (+3 Con); Init +3 (Dex); Spd 30 ft.; AC 17;</p><p>Atk +1 melee (1d4/19-20/x2 crit, dagger), +4 ranged (1d4, sling);</p><p>SQ 60-ft. darkvision, -1 penalty to attack rolls in bright light,</p><p>AL LE; SV Port +4, Ref +4, Will +3; Str 10, Dex 16, Con 16, Int 10,</p><p>Wis 10, Cha 14.</p><p>Skills and Fears: Concentration +6, Hide +8, Move Silently +4,</p><p>Spellcraft +6; Alertness.</p><p>Spells Known (6/6): 0—daze, detect magic, prestidigitation, ray of</p><p>frost, read magic; 1st—hypnotism, mage armor, magic, missile.</p><p></p><p>----------------------Change it to something like---------------------------</p><p></p><p>Yusdrayl: Female kobold Sor3; <strong>CR 2</strong>; Small humanoid (reptilian);</p><p><strong>HD 2d4; hp 10</strong> (+3 Con); Init +3 (Dex); Spd 30 ft.; AC 17;</p><p>Atk +1 melee (Dagger 1d4), +4 ranged (Sling 1d4);</p><p>SQ 60-ft. darkvision, -1 penalty to attack rolls in bright light,</p><p>AL LE; SV Port +4, Ref +4, Will +3; Str 10, Dex 16, Con 16, Int 10,</p><p>Wis 10, Cha 14.</p><p>Skills and Fears: Concentration +6, Hide +8, Move Silently +4,</p><p>Spellcraft +6; Alertness.</p><p>Spells Known (6/6): 0—daze, detect magic, prestidigitation, ray of</p><p>frost, read magic; 1st—hypnotism, mage armor, magic, missile.</p><p></p><p>It's not a big change, but it's easer to kill and players are less likely to die, the only things I changed are in bold. It's pretty simple, I think a Ranger/Druid 1 and a cleric can make quick work of this thing. </p><p></p><p>Also I'm wondering it this a Gestalt Ranger/Druid 1?</p></blockquote><p></p>
[QUOTE="Uber Dungeon, post: 5401886, member: 87133"] It should be a good to intensionally under shoot it for the first battle, Something you feel confidant your party can beat. If that was to easy then bump it up a notch. If it felt right then you know where your party is at. I Personally do not relay on CR, CL or ECL. It doesn't really take into account you party's personal ability's. I would suggest for scaling down "Sunless Citadel" knock off a creature. like this encounter "Dire Rats (3): hp 6, 4, 3." I might remove the dire rat with 6 hp, but i bet you could probably handle it. just keep lot of potions at hand. this might be a hard creature to kill; Yusdrayl: Female kobold Sor3; CR 3; Small humanoid (reptilian); HD 3d4; hp 21 (+3 Con); Init +3 (Dex); Spd 30 ft.; AC 17; Atk +1 melee (1d4/19-20/x2 crit, dagger), +4 ranged (1d4, sling); SQ 60-ft. darkvision, -1 penalty to attack rolls in bright light, AL LE; SV Port +4, Ref +4, Will +3; Str 10, Dex 16, Con 16, Int 10, Wis 10, Cha 14. Skills and Fears: Concentration +6, Hide +8, Move Silently +4, Spellcraft +6; Alertness. Spells Known (6/6): 0—daze, detect magic, prestidigitation, ray of frost, read magic; 1st—hypnotism, mage armor, magic, missile. ----------------------Change it to something like--------------------------- Yusdrayl: Female kobold Sor3; [B]CR 2[/B]; Small humanoid (reptilian); [B]HD 2d4; hp 10[/B] (+3 Con); Init +3 (Dex); Spd 30 ft.; AC 17; Atk +1 melee (Dagger 1d4), +4 ranged (Sling 1d4); SQ 60-ft. darkvision, -1 penalty to attack rolls in bright light, AL LE; SV Port +4, Ref +4, Will +3; Str 10, Dex 16, Con 16, Int 10, Wis 10, Cha 14. Skills and Fears: Concentration +6, Hide +8, Move Silently +4, Spellcraft +6; Alertness. Spells Known (6/6): 0—daze, detect magic, prestidigitation, ray of frost, read magic; 1st—hypnotism, mage armor, magic, missile. It's not a big change, but it's easer to kill and players are less likely to die, the only things I changed are in bold. It's pretty simple, I think a Ranger/Druid 1 and a cleric can make quick work of this thing. Also I'm wondering it this a Gestalt Ranger/Druid 1? [/QUOTE]
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