D&D 5e | PF 1 | PF 2 | OSE | |
---|---|---|---|---|
Ability Score Range | 3 .. 18 | 3 .. 18 | 3 .. 18 | 3 .. 18 |
Ability Score Average | ~12 | ~12 | ~12 | ~10 |
Ability Modifier Range | -4 .. +4 | -4 .. +4 | -4 .. +4 | -3 .. +3 |
Ability Modifier Average | +1 | +1 | +1 | +0 |
Class Level Range | 1 .. 20 | 1 .. 20 | 1 .. 20 | 1 .. 14 |
Level 2 XP | 300 | 3,000 | (1,000) | 2,000 (Fighter) |
Level 14 XP | 140,000 | 665,000 | (13,000) | 840,000 (Fighter) |
Level 2 HP Average | 11+2 (Fighter) | 11+2 (Fighter) | 20+2 (Fighter) | 9 (Fighter) |
Level 14 HP Average | 77+14 (Fighter) | 77+14 (Fighter) | 150+15 (Fighter) | 50 (Fighter) |
Level 2 Attack Bonus | +2 (+1) | +2 (+1) | +4 (+1) | +0 |
Level 14 Attack Bonus | +5 (+1) | +14/+9/+4 (+1) | +20 (+1) | +9 (Fighter) |
DC - Very easy - Easy - Medium - Hard - Very hard - Nearly impossible | 5 10 15 20 25 30 | 11 / 27 (L2 / L14) 14 / 30 16 / 32 18 / 34 21 / 26 26 / 42 | ||
Skeleton | CR 1/4, 40 XP, 13 HP, AC 13 | CR 1/3, 135 XP, 4 HP, AC 16 | CR -1, (var XP), 4 HP, AC 16 | 10 XP, 4 HP, AC 12 |
Adult Red Dragon | CR 17, 18,000 XP, 256 HP, AC 19 | CR 14, 38,400 XP, 212 HP, AC 29 | CR 14, (var XP), 305 HP, AC 37 | 2,300 XP, 45 HP, AC 20 |
Longsword | 15 gp, 1d8 | 15 gp, 1d8 | 1 gp, 1d8 | 10 gp, 1d8 |
Chainmail | AC 16, 75 gp | AC +6, 150 gp | AC +4, 6 gp | AC 14, 40 gp |
Starting Wealth | (varies, ~110 gp) | 175 gp (Fighter) | 15 gp | 105 gp |
Comfortable Lifestyle | 2 gp / day | 10 .. 100 gp / month | 1 gp / week |
D&D 5e | PF 1 | PF 2 | OSE | |
---|---|---|---|---|
pp | 10 gp | 10 gp | 10 gp | 5 gp |
gp | 2 ep or 10 sp | 10 sp | 10 sp | 2 ep or 10 sp |
ep | 5 sp | - | - | 5 sp |
sp | 10 cp | 10 cp | 10 cp | 10 cp |
Weight | 50 coins per pound | 50 coins per pound | 1,000 per bulk | 10 coins per pound |
Pony | 30 gp | 30 gp | 7 gp | 30 gp (Mule) |
Riding Horse | 75 gp | 75 gp | 8 gp | 75 gp |
1 lb of wheat | 1 cp | 1 cp | ||
Hireling, skilled | 2 gp per day | 3 sp per day | 5 sp per day | ~2 gp per day |
..., unskilled | 2 sp per day | 1 sp per day | 1 sp per day | ~5 sp per day |
Ship Passage | 1 sp per mile | 1 sp per mile | 6 cp per 5 miles | |
Sailing Ship | 10,000 gp | 10,000 gp | 20,000 gp | |
Alchemist's fire | 50 gp | 20 gp | 3 gp |
Level | D&D 5e | PF 1 | PF 2 | OSE |
---|---|---|---|---|
2 | - / ~100 gp | 1000 gp | 30 gp | 1000 gp |
4 | - / ~400 gp | 6000 gp | 140 gp | 4000 gp |
6 | 625 gp / 4000 gp | 16,000 gp | 450 gp | 16,000 gp |
8 | 625 gp / 11,000 gp | 33,000 gp | 1100 gp | 60,000 gp |
10 | 625 gp / 18,000 gp | 62,000 gp | 2300 gp | 180,000 gp |
12 | 6250 gp / 40,000 gp | 108,000 gp | 4500 gp | 300,000 gp |
14 | 6250 gp / 75,000 gp | 185,000 gp | 9300 gp | 420,000 gp |
PF 1: Increase treasure 10x to 3x.PF 1 seems closest: 5e levels faster, 5e power increases slower.
PF 2 will at least require a good deal of treasure conversion.
OSE progresses slower, and power seems lower.
One possible Luna Valley Daytime Encounter is "1 bandit captain and 1d6 bandits."
Bandit Captain: CR 2 (450 XP), AC 15 (studded leather), HP 65 (10d8+20), +5 to hit
Bandit: CR 1/8 (25 XP), AC 12 (leather armor), HP 11 (2d8+2), +3 to hit
This will net 550 XP and no predefined treasure. This will take a group of four adventures nearly halfway toward level 2.
In OSE:
Bandit: 10 XP, AC 13 (suggesting leather + Dex bonus), HP 4 (1 HD), +0 to hit
Bandit Leader (level 2+, any human class): fighter 5, 175 XP, AC 14 (leather + Dex bonus), HP 27 (5d8+5), +3 to hit
~160gp of treasure
This will net 375 XP. This will bring a group of four fighters roughly one-twentieth toward level 2.
The challenge seems about the same, and even if unbalanced, the characters can buy their way out of combat.
Ha! At least someone voted PF 1 - so it is not yet dead! (Indeed, I am very fond of PF 1.)No love for PF 1.
RC wrote:
- 1-10% Minor: Most random encounters should be of this level. Often minor encounters are used to warn a party of something worse ahead.
- 10-20% Too Easy: An encounter that is too easy is best ignored or played for humor. It is not a real challenge unless the party is weaponless or injured.
- 20-30% Distraction: This is a smaller encounter that will cost the party some hit points but should be easy to overcome. This level should be used when there are many encounters and the party has little chance to recover from previous ones.
- 30-50% Good Fight: This is the most common level of encounter and can make up half of an adventure. A good fight may also include tough random encounters.
- 50-70% Challenging: This encounter will challenge a party's might, but the party has the odds in its favor if the encounter is played well. If the ad- venture is short, three to five of these encounters may be used.
- 70-90% Major: This type of encounter is usually used as the main fight or climax of an adventure. If an adventure has little fighting, the DM may want to include one or two of these encounters.
- 90-110% Risky: The monsters are equal to the party and there is an even chance that either side may win. This encounter may require many of the party's resources, and some members may die. Risky encounters are sometimes used for the grand finale to a quest.