Number of PC's vs CR


Dead Suns


I am not sure I will be able to get more then three PC's if I do get a local game going. Can the AP be run with that few without having to modify or do we really need a fourth? I am not even sure what it is designed for to be honest.


I'm running it for 3. We're all new, though I've played some PF before, it's my first go as GM. So far I haven't modified anything, but I am planning to level them a bit faster and have fudged some rolls/rules to keep it fun for them. Technically, the GM is the players' guide not their enemy (XD), and you're the only one who will know if you're nerfing anything for their benefit. tl;dr: you can run it for 3 with minor mods I think.

Grand Lodge

id half some hp or take out an enemy. also maybe make the traps hurt alittle less since not a lot of hp over all in group

The Exchange

I've been running two groups, and to be honest I've found the AP a bit tame so far. Combat with 4 usually runs around 5 rounds and then it's over, with maybe the 'tank' getting hit hard but most of the party unscathed (our soldier is playing great and is intercepting attacks and taking the brunt of the damage). I've actually beefed up a few of the encounters a little by adding another antagonist in order to actually bring some challenge to the players.

Where you're likely going to have problems is

Spoiler:
at the final encounter. We haven't gotten there yet, but several groups are saying the final big-bad is difficult, and only having 3 players can be a concern. That being said, the AP introduces the opportunity for you to get some assistance to the party in the form of a pair of goblin stow-aways, and Clara-247, an assassin hired to kill the group. Clara-247's motivation to join the group in order to get off the drift rock makes her a perfect option for joining the group for the final big-bad.


I'm running for 6 players,and I've been following the advice of roughly adding about 50% more NPCs of the same CR as the challenge, and it's kept the group on their toes, but so far victorious each time. Last night's combat in the

Spoiler:
Fusion Queen
was a bit of a white-knuckler for the group, because one of their tanks rushed into a room and got critted by an artillery laser and within 2 points of damage of instant death.

The group agreed, low-level combat is sufficiently brutal, and if you're not careful and don't take cover, then bad things can and will happen. They are so far quite enjoying it (with a LOT of extra roleplaying opportunities that the adventure does not entail, injected on my part).

Dark Archive

I ran my first session with only three players as their fourth was unable to make it. They are all pretty experienced players, so I let them run the first section as is without any modifications. They made it through in one piece, with just enough danger of death to keep them on their toes. For less experienced players, I would recommend making sure your screen is up and modifying rolls and HP as you need to. If something is looking like it's going to kill them, maybe just let it miss when it rolls that nat 20 or maybe it rolls a 1 and hits their buddy instead.

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