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3rd Edition Revisited - Better play with the power of hindsight?
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<blockquote data-quote="Thomas Shey" data-source="post: 9228704" data-attributes="member: 7026617"><p>I think there were too many moving parts in D&D3e to try and put together encounters just by eyeball. There are games you can do that with, but they usually don't have nearly as many variables you have to deal with, or they're more compressed (it was relatively easy to do this in OD&D because things like AC, hit points, and the highest damage output number told so much of the story, and it was all relatively compressed).</p><p></p><p>Its not impossible to make a CR like structure that mostly works. PF2e, D&D4e and (to some extent) 13th Age all do. D&D3e's just didn't, at least after the first few levels (and questionably then).</p><p></p><p></p><p></p><p>Naw. The problems I had were things at <em>my end</em>. The inevitable propagation of spells, feats and special abilities on opponents, given they're all special cases made it just impossible to keep track of even a small number of varied opponents. Something as avowedly simple as one 14th level wizard and two 12th level fighter bodyguards was just unmanageable. My players had a lot less to keep track of. And there wasn't a lot of opposition that wasn't like this as you got up in level; demons and dragons for example, could have all of that on one creature.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9228704, member: 7026617"] I think there were too many moving parts in D&D3e to try and put together encounters just by eyeball. There are games you can do that with, but they usually don't have nearly as many variables you have to deal with, or they're more compressed (it was relatively easy to do this in OD&D because things like AC, hit points, and the highest damage output number told so much of the story, and it was all relatively compressed). Its not impossible to make a CR like structure that mostly works. PF2e, D&D4e and (to some extent) 13th Age all do. D&D3e's just didn't, at least after the first few levels (and questionably then). Naw. The problems I had were things at [I]my end[/I]. The inevitable propagation of spells, feats and special abilities on opponents, given they're all special cases made it just impossible to keep track of even a small number of varied opponents. Something as avowedly simple as one 14th level wizard and two 12th level fighter bodyguards was just unmanageable. My players had a lot less to keep track of. And there wasn't a lot of opposition that wasn't like this as you got up in level; demons and dragons for example, could have all of that on one creature. [/QUOTE]
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