Кусочек правил из старых редакций.
Mentzer Master Rules Set (Master's DM Book).
RC's «Balancing Encounters» optional rule (p. 9)
Total Party Level of 18
Multiplying TPL by the Challenge percent yields the following (rough!) numbers
(HD are adjusted, adding half the monster's HD to its total per asterisk; so a Thoul, with 3** HD would be calculated as 6 HD)
Minor= >1-2 HD
Too Easy= 2-3 HD
Distraction= 4-5 HD
Good Fight=5-9 HD
Challenging= 9-13 HD
Major= 13-16 HD
Risky= 16-20 HD
1-10% Minor: Most random encounters should be of this level. Often minor encounters are used to warn a party of something worse ahead.
10-20% Too Easy: An encounter that is too easy is best ignored or played for humor. It is not a real challenge unless the party is weaponless or injured.
20-30% Distraction: This is a smaller encounter that will cost the party some hit points but should be easy to overcome. This level should be used when there are many encounters and the party has little chance to recover from previous ones.
30-50% Good Fight: This is the most common level of encounter and can make up half of an adventure. A good fight may also include tough random encounters.
50-70% Challenging: This encounter will challenge a party's might, but the party has the odds in its favor if the encounter is played well. If the ad- venture is short, three to five of these encounters may be used.
70-90% Major: This type of encounter is usually used as the main fight or climax of an adventure. If an adventure has little fighting, the DM may want to include one or two of these encounters.
90-110% Risky: The monsters are equal to the party and there is an even chance that either side may win. This encounter may require many of the party's resources, and some members may die. Risky encounters are sometimes used for the grand finale to a quest.
RC's «Balancing Encounters» optional rule (p. 9)
Total Party Level of 18
Multiplying TPL by the Challenge percent yields the following (rough!) numbers
(HD are adjusted, adding half the monster's HD to its total per asterisk; so a Thoul, with 3** HD would be calculated as 6 HD)
Minor= >1-2 HD
Too Easy= 2-3 HD
Distraction= 4-5 HD
Good Fight=5-9 HD
Challenging= 9-13 HD
Major= 13-16 HD
Risky= 16-20 HD
1-10% Minor: Most random encounters should be of this level. Often minor encounters are used to warn a party of something worse ahead.
10-20% Too Easy: An encounter that is too easy is best ignored or played for humor. It is not a real challenge unless the party is weaponless or injured.
20-30% Distraction: This is a smaller encounter that will cost the party some hit points but should be easy to overcome. This level should be used when there are many encounters and the party has little chance to recover from previous ones.
30-50% Good Fight: This is the most common level of encounter and can make up half of an adventure. A good fight may also include tough random encounters.
50-70% Challenging: This encounter will challenge a party's might, but the party has the odds in its favor if the encounter is played well. If the ad- venture is short, three to five of these encounters may be used.
70-90% Major: This type of encounter is usually used as the main fight or climax of an adventure. If an adventure has little fighting, the DM may want to include one or two of these encounters.
90-110% Risky: The monsters are equal to the party and there is an even chance that either side may win. This encounter may require many of the party's resources, and some members may die. Risky encounters are sometimes used for the grand finale to a quest.
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