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General Tabletop Discussion
D&D Older Editions
(5e + PF2e)/2?
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7803441" data-attributes="member: 6802951"><p>This sounds like the way to go, because it will leave current CRs still usable. Rather than needing to recalculate the CR of every monster published, you can simply create new monsters in line with the DMG guidelines.</p><p></p><p>Then what changes is the encounter-building guidelines, with modifiers (or even different tables) for party capabilities.</p><p></p><p>This would allow catering for both:</p><p> A 4-person group of newcomers to D&D, who have progressed their characters according to what seemed cool at the time.</p><p> - To a full-gonzo group of 7 min/maxers who have co-ordinated their optimisation with the rest of the party and have access to rather more magic items than usual.</p><p></p><p>You don't need to re-calculate a different CR for each monster for each type of party, just re-calculate how you build encounters using existing CRs.</p><p></p><p> I think that the initial concept was that DMsGuild would provide modules or additional rules for a group to slot into their game to change it to that perfect version.</p><p>However in practice a lot of groups veer away from DMsguild content in general and only want to use official rules, even if that means that their specific group or preferred style of play might not be ideally catered for.</p></blockquote><p></p><p></p><p>Perhaps the best place to start would be an expansion of the optional maneuvers in the DMG such as Disarm. Balanced so they don't render the Battlemaster irrelevant, but codified so that players and DMs view them as standard as the grapple and shoving rules - rather than something unusual that has to be adjudicated on the spot.</p><p>[/QUOTE]</p>
[QUOTE="Cap'n Kobold, post: 7803441, member: 6802951"] This sounds like the way to go, because it will leave current CRs still usable. Rather than needing to recalculate the CR of every monster published, you can simply create new monsters in line with the DMG guidelines. Then what changes is the encounter-building guidelines, with modifiers (or even different tables) for party capabilities. This would allow catering for both: A 4-person group of newcomers to D&D, who have progressed their characters according to what seemed cool at the time. - To a full-gonzo group of 7 min/maxers who have co-ordinated their optimisation with the rest of the party and have access to rather more magic items than usual. You don't need to re-calculate a different CR for each monster for each type of party, just re-calculate how you build encounters using existing CRs. I think that the initial concept was that DMsGuild would provide modules or additional rules for a group to slot into their game to change it to that perfect version. However in practice a lot of groups veer away from DMsguild content in general and only want to use official rules, even if that means that their specific group or preferred style of play might not be ideally catered for.[/QUOTE] Perhaps the best place to start would be an expansion of the optional maneuvers in the DMG such as Disarm. Balanced so they don't render the Battlemaster irrelevant, but codified so that players and DMs view them as standard as the grapple and shoving rules - rather than something unusual that has to be adjudicated on the spot. [/QUOTE]
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