richard develyn
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I'm wondering how to ensure that the challenge level of an adventure is maintained across a number of possible variables.
What I'm thinking about doing is applying a +1 bonus on all stats for the opposition according to the number of "easy levels" (EAL) given by the following list:
1) Since characters are rolled using a 30 point buy (or roll 4d6 take the best 3 and then if you don't like it use a 28 point buy), plus the characters get two background traits, then any module which is not a Pathfinder Society one or a Frog God / Necromancer Games one has 1 EAL.
2) 3.5 Modules add 2 EAL.
3) 2 more characters playing than the module was designed for adds 1 EAL, 4 characters adds 2. Treasure is increased as appropriate.
4) Pre Advanced Player Guide modules get an extra 1 EAL, assuming the players use the APG.
In much the same way as (4) above, as extra player advantage books come out, I'm thinking that if the players take advantage of these in modules which have not been written with these in mind, then they should accept an extra 1 EL per major book.
So at the moment 8 players rolled using 30 point buy with the APG adventuring in an old 3.5 module for 4 characters would be facing an EAL of 6.
Is that sensible?
Richard