Quemius
|
Another player wants to play my 6th-Level game starting tomorrow. The pre-written module is set up for 4 players.
How do I adjust the module for another player? Do I up the bad guys and monsters hit points? Levels? Attack numbers? All of the above?
What are the best/simplest/easiest ways to prepare?
Thanks in advance!
| Cheburn |
Just to play Devil's Advocate here ... you haven't actually changed the average party level by going from 4 to 5 players (you only actually add a +1 to APL when you bump up to 6 players). So in theory, the encounters should still be reasonable for a party of 5.
You can, of course, add additional enemies, or give enemies max HP per HD, but you could also just see how it feels to start with 5 players, and then only adjust if need be. If you need to adjust the module, I generally agree with the advice given above.
And although it doesn't have all possible templates, Monster Advancement from the PRD generally explains how to add templates to or otherwise toughen up a monster.
| bookrat |
When I go from 4 to 5 players, I just max out bad guy HP. That usually makes it difficult enough. If you find that it's not challenging enough, then add another minion or two.
You could use the advanced template, but that requires extra work.
| Larkspire |
Adding +2 to everything is very little work.The action economy is the biggie to me.Definitely bring more mooks.I put the template on almost everything...even with normal amounts of PCs. Modules are usually weak and players are generally more optimized than the adventure expects.
If the extra player has a companion or summons this is compounded.