Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
3e, DMs, and Inferred Player Power
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Primitive Screwhead" data-source="post: 2547877" data-attributes="member: 20805"><p>Sorry.. I just could not pass this up without comment....</p><p></p><p> Rasyr, I am glad you have such insight in how badly the CR/EL system works as <em>you have not even tried to understand it!</em></p><p></p><p>CR/EL is a decent benchmark to look at when creating an encounter. Its not perfect and there are many variable, but for the most part you can use a CR 5 monster against a group of 4 PCs of 5th level and expect them to expend 20% of thier resources on it. Do this 14 times and expect them to be able to level.</p><p> Is it spot on every time? Of course not. Fickle Fate and other problems can intervene. But it is a guide for GM's who may not have the time to estimate the power balance of ceatures with strange abilities. And that is <strong>all</strong> it is. A guide.</p><p></p><p> As to the OP.. player options are always a good thing. Having players learn the rules is always a good thing. How you approach new rules/PrCs/etc.. can ruin or increase the entertainment value of the game.</p><p> I know the rules better than anyone in my group, so when a player wants to design a character I have them approach me with the 'I want to do this..' pitch and help them find the rules that best fit thier concept. To the point of customized classes as need be. Having prebuilt options that are outside of the box are easier than customizing a class from whole cloth. However, the group knows that all rules are optional..even those in the PHB <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Even with that, I tend to average 4 hours of prep time for a 6 hour session. This is mainly because I dont want to be looking up obscure rules in the middle of play and so that I can be ready for when the players throw a monkey wrench into the plot-line.</p><p> I would like to see more GM aide type things, like in the most excellent module 'Of Sound Mind' {thank you PirateCat!} there were cardboard cutouts of the NPCs. No searching around for the right mini, or using the banner carrying warrior as a goblin.</p><p> 3e has done great things for the DM. Having modules address scaling for different levels is one. Yes, the default assumptions of magic = power and 'everyone speaks common' get annoying.. but I have yet to find an similarly wide spread RPG that does as well.</p><p></p><p>E-Tools has done wonders for the time spent verifying player sheets. I dont worry about their math or spend time recreating the characters that got forgotten at home.</p><p></p><p> I do have to echo a comment upthread. 3e crunch can be seperated from fluff relatively easily, with the exception of spells. This makes it easier than any previous edition ever ahd for using the rules to create alternate settings.</p><p></p><p><strong>yipwyg</strong>, your comment "The only real thing that I have seen a problem with this system is, players seem to not have any fear at all when it comes to combat." is erroneous. Its not the system that engenders this.. its the DM. Drop by for a session sometime and I will gladly demonstrate <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p> And I can do that with "EL Appropriate" encounters.. its all them years of CP2020 and Paranoia experience <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>Anyway...</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2547877, member: 20805"] Sorry.. I just could not pass this up without comment.... Rasyr, I am glad you have such insight in how badly the CR/EL system works as [i]you have not even tried to understand it![/i] CR/EL is a decent benchmark to look at when creating an encounter. Its not perfect and there are many variable, but for the most part you can use a CR 5 monster against a group of 4 PCs of 5th level and expect them to expend 20% of thier resources on it. Do this 14 times and expect them to be able to level. Is it spot on every time? Of course not. Fickle Fate and other problems can intervene. But it is a guide for GM's who may not have the time to estimate the power balance of ceatures with strange abilities. And that is [b]all[/b] it is. A guide. As to the OP.. player options are always a good thing. Having players learn the rules is always a good thing. How you approach new rules/PrCs/etc.. can ruin or increase the entertainment value of the game. I know the rules better than anyone in my group, so when a player wants to design a character I have them approach me with the 'I want to do this..' pitch and help them find the rules that best fit thier concept. To the point of customized classes as need be. Having prebuilt options that are outside of the box are easier than customizing a class from whole cloth. However, the group knows that all rules are optional..even those in the PHB :) Even with that, I tend to average 4 hours of prep time for a 6 hour session. This is mainly because I dont want to be looking up obscure rules in the middle of play and so that I can be ready for when the players throw a monkey wrench into the plot-line. I would like to see more GM aide type things, like in the most excellent module 'Of Sound Mind' {thank you PirateCat!} there were cardboard cutouts of the NPCs. No searching around for the right mini, or using the banner carrying warrior as a goblin. 3e has done great things for the DM. Having modules address scaling for different levels is one. Yes, the default assumptions of magic = power and 'everyone speaks common' get annoying.. but I have yet to find an similarly wide spread RPG that does as well. E-Tools has done wonders for the time spent verifying player sheets. I dont worry about their math or spend time recreating the characters that got forgotten at home. I do have to echo a comment upthread. 3e crunch can be seperated from fluff relatively easily, with the exception of spells. This makes it easier than any previous edition ever ahd for using the rules to create alternate settings. [b]yipwyg[/b], your comment "The only real thing that I have seen a problem with this system is, players seem to not have any fear at all when it comes to combat." is erroneous. Its not the system that engenders this.. its the DM. Drop by for a session sometime and I will gladly demonstrate :D And I can do that with "EL Appropriate" encounters.. its all them years of CP2020 and Paranoia experience ;) Anyway... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
3e, DMs, and Inferred Player Power
Top