What CR / EL would make for an even fight?


Pathfinder First Edition General Discussion


So, for anyone who doesn't know, fights against the same CR aren't meant to be even: you have something like a 85 percent chance of winning (assuming reasonably well built characters and reasonably good players). So I am wondering, how many CR above the party level do you need to make for an even (50/50) fight?


For a party of 4, CR=APL+4 is an even fight.

The easiest way to show this is to look at a fight against duplicates of the party, which would obviously be an even fight.
For example, a single 5th level PC is (by the CR rules) a CR 5 creature, i.e. worth 1600xp. For a 4-man-party, that's 5 x 1600xp = 6400xp, which is the XP value for CR 9, i.e. 5+4.

You need to adjust for party size, though, and calculating values for each PC individually is more accurate. I suggest usign the XP "budget" method, i.e. for each PC, you find out what XP value a fight away from the party would be for the desired encounter difficulty, and add them together for all party members. A +0 encountert is PC level -4, a +1 encounter is PC level -3, and so on. Find out the XP value for that PC, add them together for all PCs, and then "buy" enemies from that pool.

If you have a party of 3 lvl5 PC (each worth 1600xp) and 1 lvl3 PC (worth 800xp), a +4 encounter would be worth 3 x 1600xp + 800xp = 5600xp, that's between CR8 and CR9.

For more on the topic, I suggest reading these two posts: 1, 2.


Yqatuba wrote:
So, for anyone who doesn't know, fights against the same CR aren't meant to be even: you have something like a 85 percent chance of winning (assuming reasonably well built characters and reasonably good players).

If the party only has an 85% chance of winning equal-CR encounters, they'll last an average of about 7 such encounters before 'losing'. That's not good odds, and is likely to lead to a very short campaign.

"CR=APL+4 is an even fight" is correct as far as the design goes (where "even" means "50% chance of doom"), but PCs can vary wildly in terms of how powerful they are in combat, so many parties are actually capable of surviving that kind of thing on a regular basis.


Matthew Downie wrote:
Yqatuba wrote:
So, for anyone who doesn't know, fights against the same CR aren't meant to be even: you have something like a 85 percent chance of winning (assuming reasonably well built characters and reasonably good players).

If the party only has an 85% chance of winning equal-CR encounters, they'll last an average of about 7 such encounters before 'losing'. That's not good odds, and is likely to lead to a very short campaign.

.

What are the odds of winning a same CR encounter then?


They should be close to 100% - quite frankly, most encounters are not supposed to have an actual, notable chance to lose, in the sense of "all PCs are dead". They are supposed to use up (a not too big part, not more than 25% of the daily) recources.
For the PCs, a single death is already a grave loss, even if the fight itself was won.


Yqatuba wrote:
Matthew Downie wrote:
Yqatuba wrote:
So, for anyone who doesn't know, fights against the same CR aren't meant to be even: you have something like a 85 percent chance of winning (assuming reasonably well built characters and reasonably good players).

If the party only has an 85% chance of winning equal-CR encounters, they'll last an average of about 7 such encounters before 'losing'. That's not good odds, and is likely to lead to a very short campaign.

.
What are the odds of winning a same CR encounter then?

That is a difficult question to answer, since same-CR encounters are, by design, intended to be contextual. A fresh-faced party going against a same-CR encounter should have a very low chance of actual failure. To my knowledge, the value isn't given anywhere official. I'd personally place it no higher than 5% if you consider failure PC-death, and around 1% if you consider failure a total party kill or fleeing the encounter.

Facing further identical encounters without rest, down to positioning and terrain, would gradually increase the chances of failure as the PCs depleted their resources. By the 5th encounter it might have hit 10%, depending on party luck and optimisation. Some parties may struggle to reach the 10th identical encounter, and unless they had a very stable loop, most would not see the 100th, even setting aside player fatigue.

CR-same encounters are generally about attrition, not individual threat.


Yqatuba wrote:
What are the odds of winning a same CR encounter then?

How are you defining 'winning'?

I've been through a number of encounters where at least half the party was wiped out, but I don't think a single one of them was less than CR=APL+1.

Based on personal experience, 100%. But there's got to be an error margin, so call it 99%.


Honestly it really depends a lot on the GM. If the GM goes out to 'Win' and picks monsters that are tough for the CR he can inflict a death or two even with a CR-1 encounter. Especially if he gives himself a surprise round and uses everything he knows about the party.

That isn't the GM's job. We're suppose to provide a challenging encounter, not hunt the party down and kill them. From my perspective I've killed players but it was never my goal.

I've had NPCs go after obvious holes in the party's defense, and I've had intelligent monsters use some really unfair tactics but its stuff the party can accept. Not playing monsters in line with their respective intelligence is bad for the game too. Having the NPCs act appropriately helps the players maintain their immersion, which is part of any RPG.

Having a pack of wolves that circle the party is natural. Having a few wolves attack the party's mounts is normal too. Having some wolves set fire to the party's tents is freaking unnatural and players will want a decent explanation (like there is a werewolf or worg leading the pack). Cat type animals will lay in ambush. But animals don't set traps to roll logs onto the party. And while we might consider goblins to be dumber than some animals, they would use such traps (though the trap might not work because goblin engineering).

Pathfinder is a role playing experience, keep that in mind first and foremost and I think you're encounters will be fine.


Matthew Downie wrote:
Yqatuba wrote:
So, for anyone who doesn't know, fights against the same CR aren't meant to be even: you have something like a 85 percent chance of winning (assuming reasonably well built characters and reasonably good players).

If the party only has an 85% chance of winning equal-CR encounters, they'll last an average of about 7 such encounters before 'losing'. That's not good odds, and is likely to lead to a very short campaign.

"CR=APL+4 is an even fight" is correct as far as the design goes (where "even" means "50% chance of doom"), but PCs can vary wildly in terms of how powerful they are in combat, so many parties are actually capable of surviving that kind of thing on a regular basis.

Yeah. My group is typically capable of handling fights of CR +2/3 without it being much of an impediment. It also depends largely on the number of enemies. 1 BBEG thats 5 levels above the party? Not as scary as it sounds, mostly due to action economy. 4 enemies (to a 4 PC party) with PC wealth, PC point buy, and equal to PC level. That's theoretically a 50% chance for the party to lose in a TPK. And a much higher probability in my experience of the whole party actually losing than against the BBEG that's 4 or 5 levels higher.


Claxon wrote:
1 BBEG thats 5 levels above the party? Not as scary as it sounds, mostly due to action economy.

This does depend a little on the 'type' of the big bad. A melee focused bad guy can be taken down pretty easily usually. One more focused on special abilities, particularly that effect multiple people at the same time can take out a party quite handily or end up being largely immune to the party. The whole party facing SoL saves that are 5 levels above expected DCs can certainly be a quick TPK.


That's true. It can be a bit of a luck one way or the other.

But unless the bad guy can disable 1 or 2 people each round of a fight, keep them out of the fight for more than 1 round they end up losing.

But yes, your standard save or suck spells can take out a PC each round, but there's also a strong chance that the PCs can get through all of the enemies hit points before it has a chance to do it for 4 rounds.

Still isn't a an easy fight necessarily, although to my group that normally find CR+2/3 fights to be closer to our "no chalenge CR = APL" type fight it's not very scary.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

CR is not a very effective way of determining the true "challenge rating" of a given encounter. So much depends on tactics, terrain and imponderable factors like whether the PCs possess the proper tools for dealing with varying threats like incorporeals, swarms and the many highly varied spell effects that can be brought to play.

IMHO, challenging the party is an art form that a good DM needs to lean to balance and exploit.


Claxon wrote:
But yes, your standard save or suck spells can take out a PC each round, but there's also a strong chance that the PCs can get through all of the enemies hit points before it has a chance to do it for 4 rounds.

I'm particularly referring to abilities that target multiple foes, possibly the entire party at once. I've seen a few nasty auras, for example.


Yeah, I've seen some auras that cause people to flee in fear if they fail the save, which results in the party bolting in different directions. Followed by an enemy with a very high move speed or at will teleport. Which results in them being picked off one by one.

Can't remember the name of the monster though.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I saw this happen near the beginning of my last RotRL campaign. Nualia...

Spoiler:
(the main villain at start) had two Yeth Hounds with a fear effect on their howl. Everybody but the paladin failed, and the paladin quickly succumbed to normal attacks as the others fled through various paths. All the other PCs survived (by the skin of their teeth), and the paladin got reduced below zero HP before being co-opted and "turned" by Nualia, only to be rescued several sessions later. It could have been a quick TPK, but the clever DM <g> used it to enrich the campaign and increase the players' investment in subsequent events.

Which should serve to underline what I said earlier, that CR values are *very* approximate, and can be enhanced or reduced by so many factors as to make them virtually meaningless. CR is a balancing act. But that's part and parcel of the DM's job.


Dave Justus wrote:
Claxon wrote:
1 BBEG thats 5 levels above the party? Not as scary as it sounds, mostly due to action economy.
This does depend a little on the 'type' of the big bad. A melee focused bad guy can be taken down pretty easily usually. One more focused on special abilities, particularly that effect multiple people at the same time can take out a party quite handily or end up being largely immune to the party. The whole party facing SoL saves that are 5 levels above expected DCs can certainly be a quick TPK.

I was going to say the same thing. Level 5 wizard vs 4 level 1 guys. One fireball could likely cause a TPK.


Let me give an example of something that shouldn't be done.

"You have opened the vault doors. Beyond the doors lies a 40' wide circular room with a glowing tome floating above a pedestal at the center of the room. The polished granite floor reflects the brilliant light the book emits. Above the ceiling appears to be the sky at night. Thousands of pinpricks of light shine down from the dark ceiling."

When the Book of Virtue is removed from the pedestal the wards that held an army of shadows is released. The book itself is treated as a +1 heavy shield enchanted with Ghost Touch which means it raises its wielder's AC by 3 vs the Shadows, if used to protect the wielder. It can also be used as a weapon with the same stats as an improvised weapon (heavy shield).

This is a CR 11 encounter, AP -1 (intended for a 12th level party). 12,800 xp alotted. 151 CR 3 shadows will Charge the party. 31 from above, 15 from each of the 8 cardinal directions. Remember that the shadows can melee from ground level, and the square 5' up from the ground as well. It is possible for 17 shadows to attack each individual thanks to their flight (1 in each adjacent square, and 1 in each of the squares 5' above the character). Any shadows who can't charge will wait for an opportunity to charge from 40' above.

If the shadows win, they return the book to its pedestal and the wards force them back to their initial location: trapped within the walls and ceiling.


You had me at "151 CR 3 shadows will charge the party" I can't even imagine keeping track of initiative for 151 monsters. I'm also not sure 151 miniatures (even assuming you use pennies for miniatures or the like) would fit on the board.


Er, 151 CR 3 shadows are worth 120,800xp, that's somewhere between CR 17 and 18.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I'm sure you don't need 151 of those shadows to ensure a TPK. Shadows are notorious for killing PCs, even once they have the proper gear to have a chance of affecting them.

Another good example of why the CR system is not a good yardstick.


All these calculations are assuming a fresh party. A party that has used up significant resources will be challenged by a lower CR fight.


An actual CR 11 encounter consisting of nothing but Shadows would be 16 Shadows. Let's say each one does an average of 2 points of strength damage per round; if they're attacking from all sides, they'll probably split their attacks and do about 8 Strength damage per character.

An actual level 11 party might be able to take them all down extremely quickly by channelling positive energy. Or they might not.

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