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Party

Enter the number and ECL
of characters in the party.

Note: For PHB races
ECL = class level.

# ECL
Monsters

Enter the number and
CR of each opponent
the party faces.

Note: CR's may be entered as fractions (2/3, 3/4, 1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/9, 1/10).


Terrain:

# CR
 
create
reset
XP Awards
(per character)
CR based (3.5)
Difficulty based
Uniform CR XP per Character (3.0-similar):
Uniform Difficulty XP per Character (3.0-similar):
Treasure Value:
Effective Party Level:
Encounter Level:
Average Party Level:
% of this EL to use:
Spotting checks start at:
Difficulty:
Advice to Party:

Instructions
CR:
Individual XP

CR based Individual XP (listed per ECL) uses the 3.5 DMG rules and numbers to calculate XP based on the actual character levels (treated as a minimum of 3), individual opponent CR's, and the number in the party. This grants higher XP to lower level participants, allowing them to catch up to their higher level comrades.

CR:
Uniform XP

CR based Uniform XP uses the 3.0 DMG rules with 3.5 DMG numbers to determine XP based on Average Party Level (treated as a minimum of 3), individual opponent CR's, and the number in the party. Analysis proves this only really works for a party of four with the same ECL's.

Difficulty:
Individual XP

Difficulty based Individual XP is based on the idea that it should take 13 1/3 typical (ECL = Average Party Level for a party of 4) encounters to advance a level. However, using this method, differing level companions will never catch up in either XP or level.

Difficulty:
Uniform XP

Difficulty based Uniform XP uses the guidelines that 13 1/3 typical encounters to advance a level. However, because Average Party level is used as a multiplier instead of the individual character levels, differing level companions will eventually catch up in level (but not XP).

EPL:
Effective Party Level

Effective Party Level and Average Party level will show the difference in the 'CR' of the PCs if the group has more than 4 characters. Once there are more than 4 Effective Party Level will start to go up even if the extra members are lower level and thus drive the average down.

% EL:
Effective Levels of Difficulty

% of this EL to use shows how many encounters, in a balanced adventure design, should use ELs of this difficulty. This along with Difficulty and the Advice to Party provide tools for gauging encounter design.

note:
CAUTION!

A EL and CR become less and less reliable the further the PCs differ in stats from '25 point buy / standard array'. However there's no agreement on exactly how much of an impact this has.

 

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