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A Thought About CR
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<blockquote data-quote="I'm A Banana" data-source="post: 913490" data-attributes="member: 2067"><p>Why?</p><p></p><p></p><p></p><p>1) The 50/50 chance is arbitrary. The 20-25% was based on research that said most groups prefered to have about 13-14 encounters per level, and thus diseminated into the XP system.</p><p></p><p>2) 20-25% of resources will not vary greatly form party to party. Just stubtly. Following the guidelines on treasure and XP awards, it can be resonably determined what the 'resources' of a 'typical' party will be.</p><p></p><p>3) What makes a 50/50 chance more uniform?</p><p></p><p></p><p></p><p>1) 20% is not unrealistic or counterintuitive or difficult for me to estimate easily. About 4-5 encounters between resting periods, about 3 'periods of rest' per level.</p><p></p><p>2) My group tends to like a faster pace of level and resource gaining, so I design the encounters to be more challenging, sucking up 50-100% of their resources per encounter, with only one or two resting periods per level. Effectlively, this churns out to 1-3 encounters per level. Since my characters gain levels about five times as fast as the average party, I have to mutliply the treasure by five, too.</p><p></p><p></p><p></p><p>No, because most parties aren't fighting one or two battles per level, they're fighting around 13-14.</p><p></p><p></p><p></p><p></p><p>CR's are an approximation of a monster's toughness first and foremost. The toughness of the monsters you fight compared to your own ability to handle that toughness dictates how much XP you gain, which therefor dictates how quickly you advance.</p><p></p><p>CR isn't used for calculating XP directly -- the toughness of a monster vs. your party's touchness is what's used to calculate XP directly. CR is a numerical represetnation of a monster's toughness that can easily be plugged into a formula to determine how much XP something of that toughness is worth.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 913490, member: 2067"] Why? 1) The 50/50 chance is arbitrary. The 20-25% was based on research that said most groups prefered to have about 13-14 encounters per level, and thus diseminated into the XP system. 2) 20-25% of resources will not vary greatly form party to party. Just stubtly. Following the guidelines on treasure and XP awards, it can be resonably determined what the 'resources' of a 'typical' party will be. 3) What makes a 50/50 chance more uniform? 1) 20% is not unrealistic or counterintuitive or difficult for me to estimate easily. About 4-5 encounters between resting periods, about 3 'periods of rest' per level. 2) My group tends to like a faster pace of level and resource gaining, so I design the encounters to be more challenging, sucking up 50-100% of their resources per encounter, with only one or two resting periods per level. Effectlively, this churns out to 1-3 encounters per level. Since my characters gain levels about five times as fast as the average party, I have to mutliply the treasure by five, too. No, because most parties aren't fighting one or two battles per level, they're fighting around 13-14. CR's are an approximation of a monster's toughness first and foremost. The toughness of the monsters you fight compared to your own ability to handle that toughness dictates how much XP you gain, which therefor dictates how quickly you advance. CR isn't used for calculating XP directly -- the toughness of a monster vs. your party's touchness is what's used to calculate XP directly. CR is a numerical represetnation of a monster's toughness that can easily be plugged into a formula to determine how much XP something of that toughness is worth. [/QUOTE]
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