Encounter Design

GM Reference

An encounter is any event that presents a specific problem the PCs must solve — combat, a treacherous crossing, a tense negotiation, or a devious puzzle. Combat encounters follow a three-step process to ensure the challenge is appropriate for the party.

Determine APL
Average Party Level — adjusted for group size
Set Difficulty
Pick Easy → Epic; look up target CR from APL
Build the Encounter
Add creatures whose XP totals stay within budget
APL & XP Budget Calculator

Add each group of characters at the same level.

Average Party Level:
Difficulty Target CR XP Budget

XP budget = total XP value of the encounter's target CR. Add creatures whose combined XP stays within this budget.

Add at least one group above and click Calculate.

Step 1 — Average Party Level (APL)

Determine the average level of your player characters — this is their Average Party Level (APL). Round to the nearest whole number (one of the few exceptions to the round-down rule).

Party size adjustments:

  • 6 or more players: add 1 to the average level before using it as APL.
  • 3 or fewer players: subtract 1 from the average level before using it as APL.
  • 4–5 players: use the raw average — no adjustment.
Example: Six players — two at 4th level and four at 5th level. Total levels = (2 × 4) + (4 × 5) = 28. Average = 28 ÷ 6 ≈ 4.67, rounded to 5. Six players → +1 adjustment. APL = 6.

Step 2 — Set Difficulty & Target CR

Choose how challenging you want the encounter to be, then look up the target Challenge Rating from the table below. That CR determines your XP budget.

Table: Encounter Design (Core Rulebook Table 12–1)
Difficulty Challenge Rating Equals… Description
Easy APL −1 Unlikely to drain significant resources; good for warming up a session.
Average APL A standard encounter; the party should win but spend meaningful resources.
Challenging APL +1 A tough fight; the party will likely use most of their daily resources.
Hard APL +2 Very dangerous; defeat is a real possibility without good tactics.
Epic APL +3 Near-impossible by the numbers — reserve for boss encounters and climaxes.

Step 3 — Build the Encounter

Look up the total XP for your target CR on the Experience Point Awards table below — that is your XP budget. Add creatures, traps, and hazards whose combined XP stays within the budget. Add the highest-CR threats first, then fill remaining budget with smaller challenges.

Example (APL 9, Challenging = CR 10, budget 9,600 XP): Stone giant (CR 8, 4,800 XP) + four gargoyles (CR 4, 1,200 XP each × 4 = 4,800 XP) = 9,600 XP total. ✓ Or swap four gargoyles for three gargoyles (3,600 XP) + three small earth elementals (CR 1, 400 XP each = 1,200 XP) = 9,600 XP.

Adding NPCs

Creatures whose Hit Dice come entirely from class levels (no racial HD) use a modified CR:

  • Player-class NPC (fighter, wizard, etc.): CR = class levels − 1
  • NPC-class NPC (warrior, adept, commoner, expert, aristocrat): CR = class levels − 2
  • If this would reduce CR below 1, step down: 1 → 1/2 → 1/3 → 1/4 → 1/6 → 1/8

Ad Hoc Adjustments

SituationAdjustment
Favorable terrain for the PCs (monster out of its element) Award XP as if encounter CR were 1 lower
Unfavorable terrain for PCs (monster in its favored element, significantly impacts encounter) Award XP as if encounter CR were 1 higher
NPC classed foe with no gear (loss of gear hampers them) Reduce NPC's CR by 1
NPC classed foe with PC-quality gear (per Wealth by Level table) Increase NPC's CR by 1

CR Equivalencies for Groups

When using many identical creatures, use this table to find their combined effective CR without doing the full XP math.

Table: CR Equivalencies (Core Rulebook Table 12–3)
Number of Identical CreaturesEffective CR
1CR (no change)
2CR +2
3CR +3
4CR +4
6CR +5
8CR +6
12CR +7
16CR +8

Experience Point Awards

Total XP is the encounter budget for that CR. Individual XP columns give per-character awards (division already done) based on party size.

Table: Experience Point Awards (Core Rulebook Table 12–2)
CR Total XP Individual XP Award
1–3 PCs 4–5 PCs 6+ PCs
1/8 50 15 15 10
1/6 65 20 15 10
1/4 100 35 25 15
1/3 135 45 35 25
1/2 200 65 50 35
1 400 135 100 65
2 600 200 150 100
3 800 265 200 135
4 1,200 400 300 200
5 1,600 535 400 265
6 2,400 800 600 400
7 3,200 1,070 800 535
8 4,800 1,600 1,200 800
9 6,400 2,130 1,600 1,070
10 9,600 3,200 2,400 1,600
11 12,800 4,270 3,200 2,130
12 19,200 6,400 4,800 3,200
13 25,600 8,530 6,400 4,270
14 38,400 12,800 9,600 6,400
15 51,200 17,100 12,800 8,530
16 76,800 25,600 19,200 12,800
17 102,400 34,100 25,600 17,100
18 153,600 51,200 38,400 25,600
19 204,800 68,300 51,200 34,100
20 307,200 102,00076,800 51,200
21 409,600 137,000102,40068,300
22 614,400 205,000153,600102,400
23 819,200 273,000204,800137,000
24 1,228,800410,000307,200204,800
25 1,638,400546,000409,600273,000

Awarding Experience

Track the CR of every monster, trap, obstacle, and roleplaying encounter the PCs overcome. Award XP at the end of each session — that way a character who gains a level doesn't disrupt play mid-session. Don't bother awarding XP for challenges with a CR 10 or more below the current APL.

Pure roleplaying encounters have a CR equal to the average party level (adjust ±1 for particularly easy or difficult scenes).

Exact XP

Look up the Total XP for each defeated CR. Sum all values, then divide by the number of characters. Each PC earns that amount.

Abstract XP

Use the Individual XP columns from the table above — pick the column matching your party size, sum all individual awards. Division is already done for you.

Story Awards

Award Story Awards when the party concludes a major storyline or achieves an important milestone. A Story Award is worth double the XP for a CR equal to the APL. Particularly long or difficult arcs may award more at the GM's discretion.

Placing Treasure

Treasure and magic items are the primary income source for PCs. Use the tables below to keep wealth appropriate for the party's level. These figures assume a standard-fantasy game — halve for low-fantasy, double for high-fantasy.

Treasure per encounter difficulty: Easy encounters award treasure as if the party were one level lower. Challenging, Hard, and Epic encounters award treasure as if the party were one, two, or three levels higher, respectively.
NPC encounters: NPCs typically award three times the treasure a monster-based encounter awards because of their gear. Balance this by including additional low-treasure encounters (animals, plants, constructs, mindless undead, oozes, traps) to compensate.
Table: Character Wealth by Level (Core Rulebook Table 12–4)
PC LevelTotal Wealth
1 See Starting Wealth in Equipment
2 1,000 gp
3 3,000 gp
4 6,000 gp
5 10,500 gp
6 16,000 gp
7 23,500 gp
8 33,000 gp
9 46,000 gp
10 62,000 gp
11 82,000 gp
12 108,000 gp
13 140,000 gp
14 185,000 gp
15 240,000 gp
16 315,000 gp
17 410,000 gp
18 530,000 gp
19 685,000 gp
20 880,000 gp

No PC should own any single item worth more than half their total character wealth.

Table: Treasure Values per Encounter (Core Rulebook Table 12–5)
APL Treasure per Encounter
Slow Medium Fast
1 170 gp 260 gp 400 gp
2 350 gp 550 gp 800 gp
3 550 gp 800 gp 1,200 gp
4 750 gp 1,150 gp 1,700 gp
5 1,000 gp 1,550 gp 2,300 gp
6 1,350 gp 2,000 gp 3,000 gp
7 1,750 gp 2,600 gp 3,900 gp
8 2,200 gp 3,350 gp 5,000 gp
9 2,850 gp 4,250 gp 6,400 gp
10 3,650 gp 5,450 gp 8,200 gp
11 4,650 gp 7,000 gp 10,500 gp
12 6,000 gp 9,000 gp 13,500 gp
13 7,750 gp 11,600 gp 17,500 gp
14 10,000 gp 15,000 gp 22,000 gp
15 13,000 gp 19,500 gp 29,000 gp
16 16,500 gp 25,000 gp 38,000 gp
17 22,000 gp 32,000 gp 48,000 gp
18 28,000 gp 41,000 gp 62,000 gp
19 35,000 gp 53,000 gp 79,000 gp
20 44,000 gp 67,000 gp 100,000 gp

Slow/Medium/Fast correspond to your campaign's XP advancement track (see Advancement).

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