Ironmonger 3 Posted May 9, 2018 Has anyone tried adjusting the number of souls so they scale with the difficulty of enemies and encounters? Like, each enemy is worth their combined defense+wound value? Share this post Link to post Share on other sites
MaverickHunterLuneth 10 Posted May 10, 2018 I have a simple method I use, where I just adjusted the souls slightly for higher level encounters, it works well enough for my group. Level 1 encounters give the usual souls Level 2 encounters give the usual souls +1 regardless of number of players Level 3 encounters give the usual souls +2 regardless of number of players Mini bosses give 3 souls per player instead of the usual 2 Main bosses give 4 souls per player instead of the usual 2 I thought about adjusting the souls to each enemy before, but it'd take more effort than I'm willing to put in to balance that out. 1 Ironmonger reacted to this Share this post Link to post Share on other sites
MaverickHunterLuneth 10 Posted May 20, 2018 I decided to put in the effort and adjusted the souls to each enemy in my new house rules that I posted in the house rules topic. Share this post Link to post Share on other sites
PositronMike 0 Posted June 11, 2018 The scaling of souls is always tricky. I have tried a few different methods and the one I like best is to have the souls per player scale with the level of the encounter and number of players: Souls per player = 5 + level of encounter - number of players this means that in 4 player games the souls for a level 1 encounter is 2 per player still as increasing it beyond this just makes the party level too quickly. It also helps out in single player as it goes to 5 souls for a level 1 which makes the cycling of treasure easier. Mini bosses count as level 3 encounters for this purpose and main bosses level 4 encounters. Share this post Link to post Share on other sites