DeciusNero |
I'm curious as to how much ability scores can affect the APL of an adventure.
Currently running Carrion Crown, and my PC's have been having an easier time than most; instead of a 15-point buy recommended, I had them roll 4d6 (in order, drop lowest, re-roll one score, swap one score), so most of them probably have something over 25-point buy.
We're going to add another player (so 6 PC's in total), and I'm adjusting the encounters a bit higher than the norm.
I've done the math, and they would technically be an APL of 8. I'm just wondering if I should do more work on the encounters also because of their ability scores?
DeciusNero |
I've been starting to do that to, as well as giving some bosses the advanced creature template for a quick boost. Wasn't sure if I was being overkill by doing so.
Also, since I'm new at DMing, some of the encounters were easier due to placement in 'open area' - in one case, during a forest encounter and the placement of the creatures.
Rynjin |
Just bump up the HP a smidge and their to-hit/damage by a little bit. Occasionally swap around their Feats and stuff to make them a more credible threat.
I'm sorry but the ghost attacking the party doesn't need 'Skill Focus: Diplomacy" or whatever nonsense they sometimes give the random "attack on sight" monsters.
Works well for my Gestalt party in CC, though most of the encounters are still fairly easy except the bosses