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General Tabletop Discussion
*Dungeons & Dragons
Assumptions about character creation
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<blockquote data-quote="DEFCON 1" data-source="post: 8117729" data-attributes="member: 7006"><p>I also suspect that the CRs were created based upon a default 4 PCs using the four classes from the Basic Rules using Standard array.</p><p></p><p>So you have only a single character than can using healing magic (cleric), only a single character usually able to make area of effect attacks (wizard), two melee characters (fighter/cleric) two ranged characters (rogue/wizard), and their stats probably have one +3 and one or two +2s. And if you fight the monsters in the MM using this party make-up and don't go Monty Haul with the magic items... the CRs and encounter design probably holds up pretty well.</p><p></p><p>Of course, I doubt most groups actually play with this party make-up, and anything a group does that enlarges all these abilities in greater numbers is going to make the CRs less and less useful. Especially because adding extra PCs and all these other classes/subclasses do not create a linear improvement to the party for which you can easily measure the CR and encounter design up against. Instead, more of everything creates exponential power in the party and thus using CRs and encounter building defaults mainly to guesswork.</p><p></p><p>But then again... as I think DMs who are forced into this guesswork and have to use trial-and-error to find out how to challenge their players is actually a good thing because it results in making stronger and more flexible DMs who can adjust and challenge on the fly... it's a net positive in my book.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8117729, member: 7006"] I also suspect that the CRs were created based upon a default 4 PCs using the four classes from the Basic Rules using Standard array. So you have only a single character than can using healing magic (cleric), only a single character usually able to make area of effect attacks (wizard), two melee characters (fighter/cleric) two ranged characters (rogue/wizard), and their stats probably have one +3 and one or two +2s. And if you fight the monsters in the MM using this party make-up and don't go Monty Haul with the magic items... the CRs and encounter design probably holds up pretty well. Of course, I doubt most groups actually play with this party make-up, and anything a group does that enlarges all these abilities in greater numbers is going to make the CRs less and less useful. Especially because adding extra PCs and all these other classes/subclasses do not create a linear improvement to the party for which you can easily measure the CR and encounter design up against. Instead, more of everything creates exponential power in the party and thus using CRs and encounter building defaults mainly to guesswork. But then again... as I think DMs who are forced into this guesswork and have to use trial-and-error to find out how to challenge their players is actually a good thing because it results in making stronger and more flexible DMs who can adjust and challenge on the fly... it's a net positive in my book. [/QUOTE]
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