Which means it definitively is NOT an example of what a 3.0 progression might look like.Saga is very much the public alpha of 4e mechanics...
and the connective tissue showing a continuity of 3e to 4e, via 3.x to SWD20 to SWSE to 4E.
Which means it definitively is NOT an example of what a 3.0 progression might look like.Saga is very much the public alpha of 4e mechanics...
and the connective tissue showing a continuity of 3e to 4e, via 3.x to SWD20 to SWSE to 4E.
You clearly haven't encountered the D20 Star Wars then...Which means it definitively is NOT an example of what a 3.0 progression might look like.
If I ever started a 3.X/PF1 campaign again, I would simply do this when designing my own monsters. CR7 baddie? +10 to attack, 100 hp (or whatever) and so on. Same effect, 10 percent the hassle.It's the combination of both. Pathfinder 2 also has assumed magic items per level (though less strict than 3e) for PCs, but just gives NPCs/creatures desired stats for their level. Why does this guard have a +15 attack bonus? Because they're a 5th level creature with a melee focus and thus that's the appropriate attack bonus. I don't have to design the guard as a 5th level fighter with Str 16 (and quaffing a potion to get to 20) and the Weapon Focus feat and a masterwork weapon to get to the +12 that'd give them in 3e. I just decide "5th level melee dude, that's +15.". If they happen to have a magic weapon, it's because I want to give it as loot to the PCs.
Pf course I have -- both versions. I am not sure what that has to do with Saga being a 4E testbed, though.You clearly haven't encountered the D20 Star Wars then...
Definitely. There was a growing understanding of the issue over the course of 3e's life cycle. I remember when 3.5e came out, they did some hyping up of having remade some monsters to be more CR-appropriate. To a large degree, 3.0 monsters were created by just taking AD&D monsters and translating their special abilities to 3e, and eyeballing a CR based on those. I remember an article on the website calling out the ogre mage as being poorly designed, because it has 37 hp, AC 18, and attacks at +7 for 3d6+7 (or flies and uses ranged attacks at +2 and 2d6), which is on par with something like an owlbear (CR 4) but it has to be CR 8 because they have a 1/day cone of cold dealing 9d6 points which is WAY too strong for a CR 4 creature. I believe the article then went on to provide a redesigned version with significant physical buffs and with the magic toned down a notch, and I think the Elemental Mages from MM5 were a similar attempt at a "fixed" ogre mage.If I ever started a 3.X/PF1 campaign again, I would simply do this when designing my own monsters. CR7 baddie? +10 to attack, 100 hp (or whatever) and so on. Same effect, 10 percent the hassle.
Reading this, I'm curious to know what you think of Pathfinder Unchained's simple monster creation rules.Definitely. There was a growing understanding of the issue over the course of 3e's life cycle. I remember when 3.5e came out, they did some hyping up of having remade some monsters to be more CR-appropriate. To a large degree, 3.0 monsters were created by just taking AD&D monsters and translating their special abilities to 3e, and eyeballing a CR based on those. I remember an article on the website calling out the ogre mage as being poorly designed, because it has 37 hp, AC 18, and attacks at +7 for 3d6+7 (or flies and uses ranged attacks at +2 and 2d6), which is on par with something like an owlbear (CR 4) but it has to be CR 8 because they have a 1/day cone of cold dealing 9d6 points which is WAY too strong for a CR 4 creature. I believe the article then went on to provide a redesigned version with significant physical buffs and with the magic toned down a notch, and I think the Elemental Mages from MM5 were a similar attempt at a "fixed" ogre mage.
PF1 goes half-way to target-based monster creation. They provide target values for each CR, but you still build the monster using PCish rules. So basically they say "A combat-focused CR 5 monster should have an attack bonus of about +10 and 55 hp. A CR 5 Magical Beast should have about 6d10 HD, which alone provides +6 BAB and 33 hp. So you need to give it Strength 18 for +4 to attack and Con 18 for +24 hp and you'll get to about the right values." To me, that kind of seems like the worst of both worlds, but at least there are actual guidelines for how strong a monster should be at each CR instead of "compare it to other monsters."
Not much. By the time PF Unchained came out, I was already pretty tired of 3.5e/PF so I'm not particularly familiar with those.Reading this, I'm curious to know what you think of Pathfinder Unchained's simple monster creation rules.
I was happy with that when they did it and when Pathfinder did the same thing with further refinements for the same CR. I was quite happy, for instance, with pathfinder changing the CR 3 allip to wisdom damage instead of drain at that CR. I also liked buffing the toughness of demons as physical combatants at their same CR going from 3.5 to Pathfinder.I remember when 3.5e came out, they did some hyping up of having remade some monsters to be more CR-appropriate.
Hey, at least they removed how certain creatures were flat-out immune to spells of a certain level or lower. Like, what sense did it make that a CR 9 rakshasa was immune to spells of less than 9th level?I was quite annoyed when WotC went the other direction with things like a mummy going from a CR 3 in 3.0 to a CR 5 in 3.5's redesigned tougher mummy, just enough of a power bump to screw up the expected power balance and challenge when a 3.0 module called for a mummy and you are using the 3.5 rules and MM. A lot of outsiders got similar CR shifts going from 3.0 to 3.5.
Tradition!Like, what sense did it make that a CR 9 rakshasa was immune to spells of less than 9th level?