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Jon Miller
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the thing is, Jamski, that more people make it easier in a nonlinear fashion
because we always gang up on monsters to take them down
I mean, when 6 people are nailing you, even if you are even with the members of the group in levels, you are going to go down really fast
and so should be worth a lot less xp
Jon Miller
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Jon Miller
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are possible CRs these?
n ... 5 4 3 2 1 1/2 1/3 1/4 1/6 1/8
?
so Encounter = CR of higthest +1 per additional monster of equal to highest or one less level + 1/2 per additional monster of 2-3 less levels + 1/3 per addional monster of 4-5 less levels +...
Jon Miller
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Jon Miller
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compare that to average party level +1 per member over 4 and than devide the result by number of party members
Jon Miller
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Jon Miller
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so we once fought a battle (earlier) with 2 humans (CRs of roughly 3, maybe 4), 2 halfelves (Similiar CRs), 4 orcs and 5 goblins
we had 3 members of level 5
so that would maybe be 4 + 3 + 2 + 1 versus 5 - 1
giving 10 (or 8 if my memory is bad) versus 4 (or 5)? that is really nice to us (one of us almost died BTW (because he got 2 crits against him by the two humans) and I lost half my HP)
Jon Miller
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Jon Miller
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we generally have the GM tell us what we have after every couple of gaming sessions
personally I think that XP shuold be given for roleplay rather than solving puzzles (because what about the low int people or what have you?) but that is just me
roleplay, quest, and monster killing
my group is inclined to give it for saying what the GM is thinking and making clever comments (As well as quest and monster killing)
we actually can't level up until we find someone to train us, which can be hard for some of us
Jon Millker
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Jon Miller
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added idea
take less than ones and add the CRs of them before any other part of the calculation is done
like 9 goblins would be 3 CR 1s or an EL of 3 (if they are the highest), a warg and 9 goblins would be an EL of 4 (rounding down)
hmm, maybe close should include 2 lower (I realised I misread you)
Jon Miller
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Jon Miller
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ok, retry
a warg (CR 3) and 9 goblins (1/3 each) would correspond to 3 + 1 x (1/3 * 3 * 3) = 6
9 goblins would be (1/3 * 9) = 3
4 humans (CR 4s) + 4 Orcs (CR 1/2s ?) + 6 Goblins (CR 1/3s) = 4 + 1 * 4 + 1/2 * (1/2 * 4 + 1/3 * 6) = 10
4 humans (CR 3s) + 4 Orcs (CRs 1/2 ?) + 6 Goblins (CR 1/3s) = 3 + 1 * 4 + 1 * (1/2 * 4 + 1/3 * 6) = 11
nope, that algorithim doesn't make sense
how about (CR of Highest) + (Number of highest if more than 1) + (Sum for all lower CRs) (number of monsters of given CR - 2 ^ (CR of highest - CR of monsters of given CR))
so like this
CRH = CR of highest
NCRH = number of CR of Highest
CR = CR
NCR = number of CR
so EL = CRH + (NCRH if NCRH>1) + Sum over CR (NCR - 2^(CRH-CR))
this is no longer me just trying to ask a simple question, this is me wasting time trying to make up an algorithim that makes sense
Jon Miller
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Jon Miller
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how about this
highest CR - 1
+
number of enemies of highest CR or 1 less
+
do standard CR addition on lower enemies (following this formula, so it is recursive) to see if there there are any added together that equal highest CR, throw away any remainders
so a warg + 4 goblins would only be an EL of 3 (unless 1 is close enough to 3 to count in which case it will be 4)
I have the dmg at home, so I can check a little later
Jon Miller
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Jon Miller
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no
we only play once a week
we have only played 3 times
Jon Miller
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Jon Miller
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another question
is all that a wizard can summon be fiendish and celestial things?
or can a wizard summon things like elementals and the like
Jon Miller
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Jon Miller
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btw
this is just a general question
what two Spell School would you drop in order to specialize
Jon Milelr
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Jon Miller
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also
what feats would you take as a wizard?
JOn Miller
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Jon Miller
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umm
divination can't be dropped as a standard cost, since spells in it are less important than spells in the other schools
so I can't drop that one
I was thinking I would drop necromancy
if you specialize (if I understand that right) than you have to drop two other schools completely (unless you specialize in divination in which case you only have to drop one other school), I don't want to do that twice (anyways you can only do it twice if you become a wizard of thay or an incantrix)
JonMiller
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Jon Miller
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I figure that I only need one set of attack spells
so Evocation it is (I like Fireball and Magic Missile, but maybe Necromancy is better?)
Jon Miller
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Jon Miller
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lower levels evocation difintiely seems better than necromancy
level 1
Necro
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Evoc
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
2 level
Necro
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stEnch
that makes those nearby sickened.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Evoc
Continual Flame M: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
3rd
Evoc
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Necro
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
these are from http://www.wizards.com/default.asp?x=d20/article/srd35
JOn Miller
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Jon Miller
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I can see that Necro is good (As is Enchantment)
I just think that it is good to have some Envoc arround if Dam needs to be dealt
so I guess I am trying to decide which of these three to drop
enchantment, necromancy, illusion
trans, evoc, and conjur I am all pretty sure that I want to keep
abjur is crucial, and div I can't drop (Besides it is useful)
Jon Miller
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