Gamemastering

Designing Encounters

The heart of any adventure is its encounters. An encounter is any event that puts a specific problem efore the PCs that they must solve. Most encounters present combat with monsters or hostile NPCs, but there are many other types—a trapped corridor, a political interaction with a suspicious king, a dangerous passage over a rickety rope bridge, an awkward argument with a friendly NPC who suspects a PC has betrayed him, or anything that adds drama to the game. Brain-teasing puzzles, roleplaying challenges, and skill checks are all classic methods for resolving encounters, but the most complex encounters to build are the most common ones—combat encounters.

When designing a combat encounter, you first decide what level of challenge you want your PCs to face, then follow the steps outlined below.

Step 1—Determine APL

Determine the average level of your player characters—this is their Average Party Level (APL for short). You should round this value to the nearest whole number (this is one of the few exceptions to the round down rule). Note that these encounter creation guidelines assume a group of four or five PCs. If your group contains six or more players, add one to their average level. If your group contains three or fewer players, subtract one from their average level. For example, if your group consists of six players, two of which are 4th level and four of which are 5th level, their APL is 6th (28 total levels, divided by six players, rounding up, and adding one to the final result).

Step 2—Determine CR

Challenge Rating (or CR) is a convenient number used to indicate the relative danger presented by a monster, trap, hazard, or other encounter—the higher the CR, the more dangerous the encounter. Refer to Table: Encounter Design to determine the Challenge Rating your group should face, depending on the difficulty of the challenge you want and the group's APL.

Table: Encounter Design

Difficulty Challenge Rating Equals…
Easy APL –1
Average APL
Challenging APL +1
Hard APL +2
Epic APL +3

Step 3—Build the Encounter

Determine the total XP award for the encounter by looking it up by its CR on Table: Experience Point Awards. This gives you an “XP budget” for the encounter. Every creature, trap, and hazard is worth an amount of XP determined by its CR, as noted on Table: Experience Point Awards. To build your encounter, simply add creatures, traps, and hazards whose combined XP does not exceed the total XP budget for your encounter. It's easiest to add the highest CR challenges to the encounter first, filling out the remaining total with lesser challenges.

Table: Experience Point Awards

CR Total XP Individual XP
1-3 4-5 6+
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

For example, let's say you want your group of six 8th-level PCs to face a challenging encounter against a group of gargoyles (each CR 4) and their stone giant boss (CR 8). The PCs have an APL of 9, and Table: Encounter Design tells you that a challenging encounter for your APL 9 group is a CR 10 encounter—worth 9,600 XP according to Table: Experience Point Awards. At CR 8, the stone giant is worth 4,800 XP, leaving you with another 4,800 points in your XP budget for the gargoyles. Gargoyles are CR 4 each, and thus worth 1,200 XP apiece, meaning that the encounter can support four gargoyles in its XP budget. You could further refine the encounter by including only three gargoyles, leaving you with 1,200 XP to spend on a trio of Small earth elemental servants (at CR 1, each is worth 400 XP) to further aid the stone giant.

Adding NPCs: Creatures whose Hit Dice are solely a factor of their class levels and not a feature of their race, such as all of the PC races detailed in Races, are factored into combats a little differently than normal monsters or monsters with class levels. A creature that possesses class levels, but does not have any racial Hit Dice, is factored in as a creature with a CR equal to its class levels –1. A creature that only possesses non-player class levels (such as a warrior or adept) is factored in as a creature with a CR equal to its class levels –2. If this reduction would reduce a creature's CR to below 1, its CR drops one step on the following progression for each step below 1 this reduction would make: 1/2, 1/3, 1/4, 1/6, 1/8.

High CR Encounters: The XP values for high-CR encounters can seem quite daunting. Table: CR Equivalencies provides some simple formulas to help you manage these large numbers. When using a large number of identical creatures, this chart can help simplify the math by combining them into one CR, making it easier to find their total XP value. For example, using this chart, four CR 8 creatures (worth 4,800 XP each) are equivalent to a CR 12 creature (worth 19,200 XP).

Table: CR Equivalencies

Number of Creatures Equal to…
1 Creature CR
2 Creatures CR +2
3 Creatures CR +3
4 Creatures CR +4
6 Creatures CR +5
8 Creatures CR +6
12 Creatures CR +7
16 Creatures CR +8

Ad Hoc CR Adjustments: While you can adjust a specific monster's CR by advancing it, applying templates, or giving it class levels, you can also adjust an encounter's difficulty by applying ad hoc adjustments to the encounter or creature itself. Listed here are three additional ways you can alter an encounter's difficulty.

  • Favorable Terrain for the PCs: An encounter against a monster that's out of its favored element (like a yeti encountered in a sweltering cave with lava, or an enormous dragon encountered in a tiny room) gives the PCs an advantage. Build the encounter as normal, but when you award experience for the encounter, do so as if the encounter were one CR lower than its actual CR.
  • Unfavorable Terrain for the PCs: Monsters are designed with the assumption that they are encountered in their favored terrain—encountering a water-breathing aboleth in an underwater area does not increase the CR for that encounter, even though none of the PCs breathe water. If, on the other hand, the terrain impacts the encounter significantly (such as an encounter against a creature with blindsight in an area that suppresses all light), you can, at your option, increase the effective XP award as if the encounter's CR were one higher.
  • NPC Gear Adjustments: You can significantly increase or decrease the power level of an NPC with class levels by adjusting the NPC's gear. The combined value of an NPC's gear is given in Creating NPCs on Table: NPC Gear. A classed NPC encountered with no gear should have his CR reduced by 1 (provided that loss of gear actually hampers the NPC), while a classed NPC that instead has gear equivalent to that of a PC (as listed on Table: Character Wealth by Level) has a CR of 1 higher than his actual CR. Be careful awarding NPCs this extra gear, though—especially at high levels, where you can blow out your entire adventure's treasure budget in one fell swoop!
Source: Paizo Blog

Gamemastery Guide

Introduction

Welcome, Game Masters, to a collection of advice and inspiration, tools and rules, designed for a game like none other: your own. Whether you’re a new player excited to take your first steps into the limitless world of fantasy roleplaying or a veteran Game Master with decades of experience, the following information offers far more than just advice on using funny voices and inventing quirky characters—it contains a vast arsenal of tools and techniques designed to improve the gaming experience for both you and your players, from the moment inspiration strikes to the finale of any campaign.

For the novice Game Master, you will find suggestions on how to begin a game and make it as fantastical as you can imagine, recommendations on how to find players and keep them coming back, tips on dealing with player- and adventure-related problems, and details on creating everything your game needs, from characters, to settings, to entire campaigns.

Defining the Game Master

You might already know what a Game Master is. The likely definition, if you’re reading this, is “you.” But if you don’t know, a Game Master (or GM) is the Pathfinder RPG player who arbitrates the rules of the game and controls the actions of every game element that isn’t explicitly controlled by the other players. But as any experienced Game Master knows, being a GM is also much, much more.

Host: Game Masters are the unifying force behind most of the game, not just organizing a social event but providing excitement and entertainment for those who participate. Chapter 1: Getting Started focuses on the GM’s role as a host, presenting considerations on how to start a game, how to prepare for a session, and how to select a tone and rules that players will be eager to explore.

Mastermind: GMs work to keep a game’s momentum moving in directions that entertain all the players while exploring the stories and settings they desire. To such ends, a GM manipulates dozens of elements, from how narrative components unfold to what rules are used and how they function in every situation. Chapter 2: Running a Game addresses a variety of topics that help GMs handle some of the most complicated aspects of their duties, from the details of how a GM actually performs in-game and frames a story to ways to create adventures and juggle the myriad aspects of a campaign.

Mediator: Just as GMs make sure all of a game’s plots and rules work together to entertain, they must also ensure that the players themselves mesh and cooperate. From tips on handling unusual characters and common PC problems to the delicate tasks of introducing new players and addressing the needs of several gamer archetypes, Chapter 3: Player Characters offers GMs a host of suggestions to help them avoid, ease, and handle the wide variety of challenges that arise from both ingame characters and their real-world players.

Actor: Through the GM, the cast of entire fantasy worlds takes the stage. In a given session, a Game Master might play a generous peasant or a conniving king, a rampaging dragon or an enigmatic deity. Whatever the persona, the GM’s characters are only as convincing, endearing, despicable, or memorable as the person who portrays them. Chapter 4: Nonplayer Characters deals with designing and depicting nonplayer characters, encouraging players to take a vested interest in NPCs, creating sinister villains, and many more suggestions to bring even the smallest role to life.

Patron: While GMs constantly confront their players with all sorts of dangers, they also serve as the source of every reward the PCs ever gain, from each experience point to treasures of legend. Chapter 5: Rewards aids GMs in creating and managing a wide variety of rewards, and includes ways to handle common challenges presented by character wealth and bring new life and adventure to old treasures.

World Builder: Whether running games on Golarion, home of the official Pathfinder campaign setting, or on a world of their own creation, GMs control nearly every aspect of an entire fantasy reality. With not just one world, but perhaps even multiple planets, planes, or even stranger settings under the GM’s direction, the more insight and forethought invested into the ways and workings of locations, the more believable these become. Details on these elements, along with considerations on societies, time, technology, and more fill Chapter 6: Creating a World.

Storyteller: Among a GM’s most important tasks is imagining and telling engaging stories. To aid in this task, Chapter 7: Adventures presents expansive discussions on several of the settings most common in the Pathfinder RPG, focusing on considerations and helpful rules GMs can employ wherever their tales might take them. In addition, numerous idea-generating charts and random encounter tables assure that GMs never lack for details or excitement once their stories reach their destinations.

Game Designer: Even with the vast range of options presented in the Pathfinder RPG Core Rulebook, only GMs know what threats their players might face or powers they might come to control. Just as GMs arbitrate the rules within their games, so can they manipulate, repurpose, and wholly invent new rules to improve their games. Chapter 8: Advanced Topics not only offers GMs a variety of new rule subsystems and considerations for running challenging types of adventures, but also expands upon several existing rules elements and demonstrates how GMs can customize the rules they already know to perfectly fit the types of adventures they want to run.

Director: Over the course of a campaign, Game Masters have need of dozens of characters and hundreds of encounters, choosing and customizing each and presenting them however best aids the overarching plot. Yet creating these elements can prove a repetitive and time-consuming task. To aid in this process, Chapter 9: NPC Gallery unveils a gallery of dozens of stat blocks for the types of NPCs most commonly encountered in the Pathfinder RPG. These characters can be used however the GM wishes, allowing him to focus on other, more exciting aspects of his campaigns.

Regardless of skill or experience as a Game Master, it’s likely that every GM can identify one of these roles as an area in which she lacks experience or confidence. This GameMastery Guide seeks to address such needs, counseling on challenging aspects of campaigns, contributing new options and inspirations, and refreshing the game’s classic elements. Most importantly, the countless tools herein are designed not to change games or tell GMs how they should play, but rather to inspire new stories and save effort, leaving GMs with more time to run exactly the adventures they and their groups want to play—or have been playing for years.

Gamemastery Guide on Resting in a Dungeon

It happens to every adventuring party—you power through half dozen or so encounters and suddenly the prospect of facing the tougher encounters at the end of the dungeon with your depleted resources seems foolish. Often, the party has progressed far enough into the dungeon that merely leaving the dungeon and coming back isn’t an option—especially if there are a lot of deadly hazards or traps along the way, or if the dungeon’s denizens are likely to repopulate rooms with reinforcements.

In such situations, a group of adventurers often chooses to rest inside of a dungeon. Don’t let this rattle you! In fact, you should consider putting a few rooms in your dungeon (especially if it’s a large complex) that can be easily defended or work well as campsites. When a group of PCs decides to rest in a dungeon, decide if the threats that remain will challenge the adventurers—if you know that they need to recover their strength, you should let them rest (but only after instilling a little bit of paranoia by getting a schedule of watches and details on how they fortify their campsite). But if you know that the group still has the resources to forge ahead, feel free to have wandering monsters come by to harass the characters while they relax.

If your PCs are habitual dungeon relaxers who rest after every encounter, the dungeon’s inhabitants should catch on after a few naps and set up some ambushes or assaults on the characters’ campsite. The goal is to keep the PCs challenged without making things hopelessly difficult, and to allow them time to recover when you feel they really need it—don’t let them dictate when they’ll have the luxury of a full night’s sleep!


Awarding Experience

Pathfinder Roleplaying Game characters advance in level by defeating monsters, overcoming challenges, and completing adventures—in so doing, they earn experience points (XP for short). Although you can award experience points as soon as a challenge is overcome, this can quickly disrupt the flow of game play. It's easier to simply award experience points at the end of a game session—that way, if a character earns enough XP to gain a level, he won't disrupt the game while he levels up his character. He can instead take the time between game sessions to do that.

Keep a list of the CRs of all the monsters, traps, obstacles, and roleplaying encounters the PCs overcome. At the end of each session, award XP to each PC that participated. Each monster, trap, and obstacle awards a set amount of XP, as determined by its CR, regardless of the level of the party in relation to the challenge, although you should never bother awarding XP for challenges that have a CR of 10 or more lower than the APL. Pure roleplaying encounters generally have a CR equal to the average level of the party (although particularly easy or difficult roleplaying encounters might be one higher or lower). There are two methods for awarding XP. While one is more exact, it requires a calculator for ease of use. The other is slightly more abstract.

Exact XP: Once the game session is over, take your list of defeated CR numbers and look up the value of each CR on Table: Experience Point Awards under the “Total XP” column. Add up the XP values for each CR and then divide this total by the number of characters—each character earns an amount of XP equal to this number.

Abstract XP: Simply add up the individual XP awards listed for a group of the appropriate size. In this case, the division is done for you—you need only total up all the awards to determine how many XP to award to each PC.

Story Awards: Feel free to award Story Awards when players conclude a major storyline or make an important accomplishment. These awards should be worth double the amount of experience points for a CR equal to the APL. Particularly long or difficult story arcs might award even more, at your discretion as GM.

Placing Treasure

As PCs gain levels, the amount of treasure they carry and use increases as well. The game assumes that all PCs of equivalent level have roughly equal amounts of treasure and magic items. Since the primary income for a PC derives from treasure and loot gained from adventuring, it's important to moderate the wealth and hoards you place in your adventures. To aid in placing treasure, the amount of treasure and magic items the PCs receive for their adventures is tied to the Challenge Rating of the encounters they face—the higher an encounter's CR, the more treasure it can award.

Table: Character Wealth by Level lists the amount of treasure each PC is expected to have at a specific level. Note that this table assumes a standard fantasy game. Low-fantasy games might award only half this value, while high-fantasy games might double the value. It is assumed that some of this treasure is consumed in the course of an adventure (such as potions and scrolls), and that some of the less useful items are sold for half value so more useful gear can be purchased.

Table: Character Wealth by Level

PC Level* Wealth
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
* For 1st-level PCs, see table 6–1 in Equipment.

Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items.

Table: Treasure Values per Encounter

Average Party Level 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

Table: Treasure Values per Encounter lists the amount of treasure each encounter should award based on the average level of the PCs and the speed of the campaign's XP progression (slow, medium, or fast). Easy encounters should award treasure one level lower than the PCs' average level. Challenging, hard, and epic encounters should award treasure one, two, or three levels higher than the PCs' average level, respectively. If you are running a low-fantasy game, cut these values in half. If you are running a high-fantasy game, double these values.

Encounters against NPCs typically award three times the treasure a monster-based encounter awards, due to NPC gear. To compensate, make sure the PCs face off against a pair of additional encounters that award little in the way of treasure. Animals, plants, constructs, mindless undead, oozes, and traps are great “low treasure” encounters. Alternatively, if the PCs face a number of creatures with little or no treasure, they should have the opportunity to acquire a number of significantly more valuable objects sometime in the near future to make up for the imbalance. As a general rule, PCs should not own any magic item worth more than half their total character wealth, so make sure to check before awarding expensive magic items.

Building a Treasure Hoard

While it's often enough to simply tell your players they've found 5,000 gp in gems and 10,000 gp in jewelry, it's generally more interesting to give details. Giving treasure a personality can not only help the verisimilitude of your game, but can sometimes trigger new adventures. The information on the below can help you randomly determine types of additional treasure—suggested values are given for many of the objects, but feel free to assign values to the objects as you see fit. It's easiest to place the expensive items first—if you wish, you can even randomly roll magic items, using the tables in Magic Items, to determine what sort of items are present in the hoard. Once you've consumed a sizable portion of the hoard's value, the remainder can simply be loose coins or non-magical treasure with values arbitrarily assigned as you see fit.

Table: Average Magic Item Values

Magic Item Category Average Value
Minor Item 1,000 gp
Medium Item 10,000 gp
Major Item 40,000 gp

Coins: Coins in a treasure hoard can consist of copper, silver, gold, and platinum pieces—silver and gold are the most common, but you can divide the coinage as you wish. Coins and their value relative to each other are described at the start of Equipment.

Gems: Although you can assign any value to a gemstone, some are inherently more valuable than others. Use the value categories below (and their associated gemstones) as guidelines when assigning values to gemstones.

Low-Quality Gems (10 gp): agates; azurite; blue quartz; hematite; lapis lazuli; malachite; obsidian; rhodochrosite; tigereye; turquoise; freshwater (irregular) pearl

Semi-Precious Gems (50 gp): bloodstone; carnelian; chalcedony; chrysoprase; citrine; jasper; moonstone; onyx; peridot; rock crystal (clear quartz); sard; sardonyx; rose, smoky, or star rose quartz; zircon

Medium Quality Gemstones (100 gp): amber; amethyst; chrysoberyl; coral; red or brown-green garnet; jade; jet; white, golden, pink, or silver pearl; red, red-brown, or deep green spinel; tourmaline

High Quality Gemstones (500 gp): alexandrite; aquamarine; violet garnet; black pearl; deep blue spinel; golden yellow topaz

Jewels (1,000 gp): emerald; white, black, or fire opal; blue sapphire; fiery yellow or rich purple corundum; blue or black star sapphire

Grand Jewels (5,000 gp or more): clearest bright green emerald; diamond; jacinth; ruby

Nonmagical Treasures: This expansive category includes jewelry, fine clothing, trade goods, alchemical items, masterwork objects, and more. Unlike gemstones, many of these objects have set values, but you can always increase an object's value by having it be bejeweled or of particularly fine craftsmanship. This increase in cost doesn't grant additional abilities—a gem-encrusted masterwork cold iron scimitar worth 40,000 gp functions the same as a typical masterwork cold iron scimitar worth the base price of 330 gp. Listed below are numerous examples of several types of nonmagical treasures, along with typical values.

Fine Artwork (100 gp or more): Although some artwork is composed of precious materials, the value of most paintings, sculptures, works of literature, fine clothing, and the like come from their skill and craftsmanship. Artwork is often bulky or cumbersome to move and fragile to boot, making salvage an adventure in and of itself.

Jewelry, Minor (50 gp): This category includes relatively small pieces of jewelry crafted from materials like brass, bronze, copper, ivory, or even exotic woods, sometimes set with tiny or flawed low-quality gems. Minor jewelry includes rings, bracelets, and earrings.

Jewelry, Normal (100–500 gp): Most jewelry is made of silver, gold, jade, or coral, often ornamented with semi-precious or even medium-quality gemstones. Normal jewelry includes all types of minor jewelry plus armbands, necklaces, and brooches.

Jewelry, Precious (500 gp or more): Truly precious jewelry is crafted from gold, mithral, platinum, or similar rare metals. Such objects include normal jewelry types plus crowns, scepters, pendants, and other large items.

Masterwork Tools (100–300 gp): This category includes masterwork weapons, armor, and skill kits—see Equipment for more details and costs for these items.

Mundane Gear (up to 1,000 gp): There are many valuable items of mundane or alchemical nature detailed in Equipment that can be utilized as treasure. Most of the alchemical items are portable and valuable, but other objects like locks, holy symbols, spyglasses, fine wine, or fine clothing work well as interesting bits of treasure. Trade goods can even serve as treasure—10 pounds of saffron, for example, is worth 150 gp.

Treasure Maps and Other Intelligence (variable): Items like treasure maps, deeds to ships and homes, lists of informants or guard rosters, passwords, and the like can also make fun items of treasure—you can set the value of such items at any amount you wish, and often they can serve double-duty as adventure seeds.

Magic Items: Of course, the discovery of a magic item is the true prize for any adventurer. You should take care with the placement of magic items in a hoard—it's generally more satisfying for many players to find a magic item rather than purchase it, so there's no crime in placing items that happen to be those your players can use! An extensive list of magic items (and their costs) is given in Magic Items.

Although you should generally place items with careful consideration of their likely effects on your campaign, it can be fun and save time to generate magic items in a treasure hoard randomly. You can “purchase” random die rolls of magic items for a treasure hoard at the following prices, subtracting the indicated amount from your treasure budget and then rolling on the appropriate column on Table: Random Magic Item Generation in Magic Items to determine what item is in the treasure hoard. Take care with this approach, though! It's easy, through the luck (or unluck) of the dice to bloat your game with too much treasure or deprive it of the same. Random magic item placement should always be tempered with good common sense by the GM.

 
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