From: "Brad Thompson" <[EMAIL PROTECTED]>
From: Jeremy Tolbert
>>Somewhere in Core Book II, it says that an adventure, as a rule of
>>thumb, should be composed of:
>>10% Easy (EL lower)
>>20% Easy if handled properly
>>50% Challenging (EL equal to party level)
>>15% Very difficult (1 to 4 EL higher than party level)
>>5% Overpowering EL 5+ higher than party level

From: "Brad Thompson" <[EMAIL PROTECTED]>
>An easy way to do this is to use two dice and add the result for your
>table lookup (2d4, 2d6, etc).  Then put your average encounters in the
>middle, and your hard or easy ones on the ends.  The bell-curve
>distribution of the dice automatically makes it hard to get something
>out of the ordinary.

Of course, an even easier method (if you don't care to do the math) is to 
use percentile dice.  A d20 works as well, if the percentages are in 
convenient 5% chunks as in the table above.

Walter
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