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Suggested Starting Level Question
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<blockquote data-quote="Shin Okada" data-source="post: 2565719" data-attributes="member: 1956"><p>I support Nonlethal Force's suggestion.</p><p></p><p>By CR/ECL calculation, when there are 6 PCs of 9th-level, they are roughly equal to a 4 PCs of 10th-level. So just starting from 9th level could be fine. But I prefer starting from 10th and adding some monsters and treasures.</p><p></p><p>I have not actually read or played that specific module. But every so often, sold modules are assuming that the party has spellcaster of (almost) exactly that level. Especially a cleric. I mean, an adventure designed for 6th-level party is assuming that the party can use water breathing, an adventure designed for 10th-level party is assuming they can raise dead person, and so on. So, sometimes a huge party of lower level spends hard time solving the module.</p><p></p><p>Also, IMHO it is more fan to fight against many monsters instead of small number of stronger monsters. So, when there are several monsters in an encounter, just increase the number by 50%. When there is a single big monster, add some weaker monsters to raise the Encounter Level by 1. For example, if there is a CR 10 monster in an encounter, you can add a CR 8 monster (or two CR 6 monsters).</p><p></p><p>Those kind of modifications are not that much difficult for a DM. Especially easier if you have something like cards from D&D miniatures. Just find monsters of appropriate CR. Just write the name and number of monsters you add, onto the adventure book (or other paper). Grab the miniatures and cards and you are ready to DM.</p></blockquote><p></p>
[QUOTE="Shin Okada, post: 2565719, member: 1956"] I support Nonlethal Force's suggestion. By CR/ECL calculation, when there are 6 PCs of 9th-level, they are roughly equal to a 4 PCs of 10th-level. So just starting from 9th level could be fine. But I prefer starting from 10th and adding some monsters and treasures. I have not actually read or played that specific module. But every so often, sold modules are assuming that the party has spellcaster of (almost) exactly that level. Especially a cleric. I mean, an adventure designed for 6th-level party is assuming that the party can use water breathing, an adventure designed for 10th-level party is assuming they can raise dead person, and so on. So, sometimes a huge party of lower level spends hard time solving the module. Also, IMHO it is more fan to fight against many monsters instead of small number of stronger monsters. So, when there are several monsters in an encounter, just increase the number by 50%. When there is a single big monster, add some weaker monsters to raise the Encounter Level by 1. For example, if there is a CR 10 monster in an encounter, you can add a CR 8 monster (or two CR 6 monsters). Those kind of modifications are not that much difficult for a DM. Especially easier if you have something like cards from D&D miniatures. Just find monsters of appropriate CR. Just write the name and number of monsters you add, onto the adventure book (or other paper). Grab the miniatures and cards and you are ready to DM. [/QUOTE]
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