CR and EL changes to published adventures? [Archive] - Wizards Community

Post/Author/DateTimePost
Zelatar

06-10-07, 11:03 PM
So I picked up Shattered Gates of Slaughtergarde and decided to use it mainly as a framework for an entirely different storyline. Whereas Slaughtergarde focuses on goblins in part 1, drow in part 2, and gnolls in part 3, I decided to go with devils and devil-worshipers throughout. But in making the necessary changes, I got to wondering: will my PCs necessarily be able to tackle certain monsters, even if the CR matches up?

For example, the PCs go up against two dark creepers (CR 3 a piece), which has an encounter level of 5. I want the PCs to go up against a single advespa (CR 3)... but whereas the dark creepers have 5 hit points a piece and deal 1d3+1 damage, the advespa has 30 hit points and deals 1D6 +8 damage from a claw attack or 1d4 + 2 damage from its sting, plus poison. That sounds staggeringly more difficult, doesn't it?

There are other concerns too, like the Huge fiendish spider (CR 7) that I swapped out for a Fiendish 5-headed pyrohydra, and a gnoll spellcaster I switched for the half-fiend stats presented in the Monster Manual. Could something as simple as the ability to fly completely alter the EL?
Naderion

06-11-07, 08:35 AM
Flying is nice, but becomes really powerful if the creature has also ranged attacks. Don't know these Dark guys, but they'll surely have some hiding skills and other nasty backstab abilities. The ogre you see charging towards you ahead can be much less dangerous than the goblin rogue you don't see coming from behind.
Roivas

06-11-07, 08:56 AM
Make sure to read up on the combat section of the monster manual to gauge how a creature opponent fights. They basicaly break down into four categories though. Battle beast which hits hard and often, ambush creatures which normally strike the weaker members than attempt to flee to attack again later, spellcasters who depend greatly on which spells they can lob, and multiple threat monsters which can combine the gamut of threats mentioned above.
If you have the party's sheets handy I would also run a few mock encounters with the creatures you want to use to get used to how they fight. Also remember your players if they like to use spiked chain tripping machines have a few flying tanks to slice and dice them. You know the party better than we ever could so just play to that knowledge, but remember it is your job to lose.