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2

"Otherwise bad things might happen" is really where the game is getting the most fun for a lot of people. I very much advocate letting those bad things happening and then have the players deal with the consequences later once they are back to full strength. This makes the game as a whole generally much more rewarding for the players, as the understand that ...


5

One super hacky and relatively system independent fix would be to figure out what that character would have done (on average) in the fight and make that already have happened or have the ability to happen due to terrain/environment/NPCs/...etc. Something possibly triggerable by the PCs but not directly from their characters. For example, if the major ...


0

While another answer had a great deal of helpful advice, I have found a better solution to the problem. Call for Less Rolls In my group, the group for which this question was originally asked, I have discovered that de-emphisizeing the game system, and focusing more on role-playing, have caused the split party to keep themselves occupied. While the bad ...


2

Yes, you can use that formula. 4e uses an "XP budget" system. The budget for a same-level fight is the XP for a standard monster of the party's level times the number of PCs in the party. The tables on pages 56 & 57 of the DMG have the relevant charts. Generally speaking, you can take the total XP value of an encounter, divide by 5 (number of players it ...


-3

If i remember right, CR3 means a party of 4 lvl3 PCs should expend no more than 25% of their resources. Resources like HP, spells and stuff like that. Assuming they're of average skill at playing the game and the dice behave themselves. ;)


-2

I'm guessing the idea is to reward/encourage clever play by making one big fight vs 20 kobolds give the same xp as several smaller & easier fights if the players can split them up or take them out separately. Not sure it works as incentive for that tho - since half the players wont know/care and the rest would be doing the clever (actual clever may vary ...


7

The important point to remember here is that this decision only affects the multiplier on the encounter to determine how difficult it is. Therefore the points to note are: This is a "rule of thumb" calculation in the first place. A "Hard" encounter is a very broad area and (despite what the table with its hard boundary suggests) it merges into "Moderate" ...



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