Encounter Design
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.
Add each group of characters at the same 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.
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.
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.
| 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.
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
| Situation | Adjustment |
|---|---|
| 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.
| Number of Identical Creatures | Effective CR |
|---|---|
| 1 | CR (no change) |
| 2 | CR +2 |
| 3 | CR +3 |
| 4 | CR +4 |
| 6 | CR +5 |
| 8 | CR +6 |
| 12 | CR +7 |
| 16 | CR +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.
| 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 | 102,000 | 76,800 | 51,200 |
| 21 | 409,600 | 137,000 | 102,400 | 68,300 |
| 22 | 614,400 | 205,000 | 153,600 | 102,400 |
| 23 | 819,200 | 273,000 | 204,800 | 137,000 |
| 24 | 1,228,800 | 410,000 | 307,200 | 204,800 |
| 25 | 1,638,400 | 546,000 | 409,600 | 273,000 |
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.
| PC Level | Total 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.
| 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).