harmyn said:
What I was referring to on that point though is that CR is flawed in presentation. The warrior vs. fighter option. 1 level more of warrior does not make them equal. The CRs of monsters simply don't balance them out.
The over-valued CRs of NPC classes and the under-valued CRs of the dragons are well-known discrepancies in the CR system. I would argue that they are, as you say, flaws (particularly the NPC classes). (Actually, I'd take it one step further and say the basic "level = CR" guideline is flawed. I find "CR = level - 1" for PC classes and "CR = level - 2" for NPC classes to be much more accurate.)
And it's also true that the system becomes less accurate the further you stray from the standards it assumes (duh). But that's not actually a flaw in the system, just a limitation.
And, since the system deals with averages, you'll always have outliers and unusual outcomes.
But none of this means the entire system is worthless. The system does, in fact, give you useful information -- as proven empirically by hundreds of thousands of gamers every week.
And so your saying that by skipping all the detailed RAW in the name of quick play and going off gut instinct in the new game is the better than skipping all the detailed RAW in the old game?
Since the mechancs in 3rd Edition are unified, it's a helluvalot easier to fake it when you need to.
your point of "3" in your list is the same as the DC target numbers you refer to in the above paragraph. And the difference in making it up when not covered and making it up when you don't feel like looking it up is the rules lawyer. They will look it up and site where you were wrong.
If you don't want to get into nit-picky arguments over the rules, then don't play with rules lawyers. It's like saying that the problem with trying to play a nice game of flag-football is the guy who insists on tackling people instead of grabbing the flags.
Someone else commented that DC's should be different for each skill because some things are harder than others. Fair enough, but there should still be a formalized ranking instead of each skill being done individually.
Claiming that the guidelines for determining the difficulty of a particular jump attempt and a particular open locks attempt is, frankly, the most ridiculous thing I've ever heard. You can't lockpick a 10 foot chasm or jump over a locked door.
As an example I give you WEG's Dy system.
Difficulty................Default Target #
Very Easy......................5
Easy............................10
Moderate......................15
Difficult........................20
Very Difficult.................25
Heroic..........................30
GM decides difficulty of task and the player makes a roll. Each skill doesn't need their own guidelines for success and failure. Much easier.
As an example, I give you the table from pg. 64 of the 3.5 PHB:
Difficulty................Difficulty Class
Very Easy......................0
Easy.............................5
Average........................10
Tough...........................15
Challenging....................20
Formidable.....................25
Heroic...........................30
Nearly Impossible............40
See, this is what I'm talking about. You don't even know the rules and you're trying to critique them.
This generic chart, BTW, is a pretty good way to deal with rules lawyers.
DM: You can see some goblins on the far side of the chasm. They're shooting arrows at you.
Player: Okay, I want to jump the chasm and attack them.
DM: Well, it's going to be a pretty tough jump. Give me a DC 15 Jump check.
Rules Lawyer: Ah! Ah! Ah! How wide is the chasm?
DM: Lemme check. (checks the guidelines for the Jump skill and finds that a DC 15 Jump check is 15 feet) The chasm is about 15 feet wide.
Justin Alexander Bacon
http://www.thealexandrian.net