Thread: 5E Encounter Calc
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April 12th, 2017, 00:52 #31
It does seem to prevent the generate button from appearing for some reason. I'm afraid my campaign is ending Monday, and I don't have the time or interest to fix this right now. Someone else will have to. Sorry.
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September 26th, 2017, 20:31 #32
Any chance of getting this updated for 3.2.2?
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September 26th, 2017, 20:48 #33
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Hopefully 3.3.2
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September 26th, 2017, 22:29 #34
Yes, that’s what I meant, stupid phone keyboards
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October 1st, 2017, 19:38 #35
I'm sad to see this one die, I have a Saturday night game I DM that has wildly fluctuating members. This EXT was great for changing the CR on the fly.
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March 17th, 2018, 00:38 #36
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- Feb 2018
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Are deadly and super deadly backwards? Super deadly shows up at 1500, and deadly at 1600.
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March 18th, 2018, 18:01 #37
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March 18th, 2018, 20:44 #38
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- Feb 2018
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There were 4 level 3s. Now that there are 3 level 4s, and 1 level 3. It's righted itself.
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May 25th, 2018, 20:48 #39
I have updated this extension. See this post:
https://www.fantasygrounds.com/forum...Calc-(updated)
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August 29th, 2018, 11:43 #40
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- May 2007
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With my vet players, most of my encounters are in "super-deadly" unfortunately! Is there a way to adjust the multipliers for number of foes? I find those bloat out the encounter strength far more than they should.
Also, is there any way to just tell it to use some offset from my PCs level, like +1, +2 etc? I find that's quite a quick way to ratchet the difficulties up from the 5e baseline of "new player friendly".
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