Are these house rules OK? and how much should i raise CR by? [Archive] - Wizards Community

Post/Author/DateTimePost
Paladin2004

06-14-05, 05:25 AM
2. To roll a character, roll 4d6 take 3 highest, if you don't like the result you may roll again and may do this roll again 6 more times , however you may never go "back" to select a previous roll.

1. All players recieve maximum hp possible each level.

Now as you would exspect this has produced some quite strong characters (none more stron than the monk who rolled 3 18s!) ad all the characters are quite strong hp wise, how much do you think i should raise the CR by to comprsate this.

There are 5 of them in total.
10th Lvl Cleric
10th Lvl Sorc
10th Lvl Barb
10th Lvl Monk
10th Lvl Rogue
Hochi-min trail

06-14-05, 05:30 AM
This isn't too mush of a game breaker. I suggest to see at first what the PC's can handle easilly, and then let them fight a CR 1 or 2 higher, but then again, there are more variables in a play. I personally use very high stats (5d6 drop two lowest), and when i fugured out they are getting pretty strong, i put a group of six 6th levels against three hill giant and a few trogoldyte and only one died (by choice even. he chose, though he only had one round to live, that the healer not heal him and instead fight the giant). The best way is to first see if they do well with tactics and if their characters are min/maxed or not, then it will be much easier to decide how to go with it.
Count Arioch the 28th

06-14-05, 05:31 AM
I think for random, noneventful encounters, lower the CR by about 1 or so. Maybe 2. (As in, a monster that's normally CR 10 would be closer to a CR 9 or 8 for these guys.)

However, for "boss" fights, don't alter the CR any. Instead, the bosses get the same benefits that the PCs get. (Max HP, high stats, and so forth. I recomend averaging the player's stats, average the highest, then the second highest, then the third highest, and so forth, and boost the boss's stats by the same amount.)

This will give your game the effect of a superhero campaign. Like, how when Batman and Robin beat up all the joker's goons, then have to fight the joker who is a much more even match for the dynamic duo. That may or may not be what you're looking for, I'll let you use your best judgement.
Paladin2004

06-14-05, 05:45 AM
yeah, thats what i was thinking about there CR, they seem to be able to take thing 2 or 3 higher than there CR (just wanted to check) although i did have a time when they all got scared of sheild guardains (first time they were level 10) the barbarain had inistsed walking around the city shouting that he was invinisable, monk had been aimlessly running around to show ho0w fast he was.
Anyway they get on a boat travel to the island with the temple on, at the gatethey are attack by 4 sheild guarains, however the person holding the stone with the rune on (- long story) wasn't attack, they all seem to loose there nerve after the barbarain got hit by all 4 sheild guardains and nearly goes down, heh, they all end up climbing up some vines and basically running away waiting for the sheild guardains to go back to "rest".

That was good , after they were all so shore they were unstoppable :P
Nom

06-14-05, 07:37 AM
Alternatively, just assign everyone an LA of +2 (or all opponents a CR reduction of -2). This will balance things out, and prevent the players advancing about 50% faster than normal due to the bonus XP from higher CR monsters.
prettyripples

06-14-05, 07:43 AM
Assigning them a Level Adjustment is a great way of doing it, from the stats point of view - as Nom said, it makes sure they don't gain levels too quickly.

However, if you do this then you probably shouldn't tell your players. They'll have no complaints about fighting tough monsters. They'll have no complaints about getting less experience. But people are silly sometimes, and they might just get annoyed if you say they've a LA (Wait - so I could have had normal stats and two more levels of Wizard?!).
Paladin2004

06-14-05, 08:33 AM
mm , I don't like the sound of that idea..If i was to do anything i'd just do the XP bit, i think the Sorc and another people would be annoyed with level ajustment.
cvazi

06-14-05, 10:53 AM
Usually by the time my players reach 7-10 level, the cr's usually do not correspond to player abilities. I prefer to spend the time, run simulations of possible/average outcomes before I field a particular encounter against the players. If I am feeling lazy though, I acid test damage outputs, % to hits, % succumb to spell.