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Erevis Cale wrote:

He refers to a standard party *1.5, with standard party being 4 players strong.

I'm DMing Savage Tide for 6 players, and no, you shouldn't use those changes because having higher CR creatures isn't the same as having more of them. By putting higher CR monsters in AP you'll just end up with more player deaths than usual. What you need to do is just multiply every encounter with 1.5. If there are 4 goblins, put 6 of them. If there's 1 boss, give him 2 goons with CR equivalent of half his CR in XP. Actions are more important than CR in D&D.

How would you go about it if there are 8 players in the group? Would you multiply everything by two? How would you handle the boss in this situation? Is this method going to give each individual player more XP than the standard four person group would be getting. This would be a problem as the characters would rise in level too quickly for the modules to compensate for.