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3.5 Stat Blocks Kill my creativity
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<blockquote data-quote="Henry" data-source="post: 2199276" data-attributes="member: 158"><p>I don't, any more than I feel guilty in 2nd edition when a PC died if he miscalculated his saving throw roll, and didn't realize it until two weeks after he had a new character. I'd also feel as bad as if I misread a column of the 2E saving throw chart and gave an NPC an incorrect stat, and then they died because of it.</p><p></p><p>What I don't intend to do is to do as much work as 6 players in addition to my duties as GM for handling story issues, flow of the game, and appropriate rewards for each player at the end of the session. If I wanted to handle as many stats as my players, I'd play the D&D Miniatures game. My opinion is that, being a game, I'm not worried about miscalculations of numbers like I am miscalculations of story elements. I have FAR more worries interesting my players in the story at hand, or showing them a climactic battle, than I am getting every value right.</p><p></p><p>In addition, as posters have point out numerous times, CR values over about 7 or 8 in the Monster Manual can sometimes be SO off-base that I'd have to rig the stat block just to make them right for my group It's why I take the CR of a creature with a grain of salt, and look more at what it can do. Just as the CR is a guideline, the stat block is a "best-case" guideline too. If you know how high your players' stats go, you have a good approximation of how high your enemies stats need to go, too.</p></blockquote><p></p>
[QUOTE="Henry, post: 2199276, member: 158"] I don't, any more than I feel guilty in 2nd edition when a PC died if he miscalculated his saving throw roll, and didn't realize it until two weeks after he had a new character. I'd also feel as bad as if I misread a column of the 2E saving throw chart and gave an NPC an incorrect stat, and then they died because of it. What I don't intend to do is to do as much work as 6 players in addition to my duties as GM for handling story issues, flow of the game, and appropriate rewards for each player at the end of the session. If I wanted to handle as many stats as my players, I'd play the D&D Miniatures game. My opinion is that, being a game, I'm not worried about miscalculations of numbers like I am miscalculations of story elements. I have FAR more worries interesting my players in the story at hand, or showing them a climactic battle, than I am getting every value right. In addition, as posters have point out numerous times, CR values over about 7 or 8 in the Monster Manual can sometimes be SO off-base that I'd have to rig the stat block just to make them right for my group It's why I take the CR of a creature with a grain of salt, and look more at what it can do. Just as the CR is a guideline, the stat block is a "best-case" guideline too. If you know how high your players' stats go, you have a good approximation of how high your enemies stats need to go, too. [/QUOTE]
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