Greenfield
Adventurer
We're in a 3.5 game, currently 2nd level.
The DM threw a dinosaur from MMIII at us, a CR2 creature.
My experience has been that the CR system, while questionable, is generally stable within any one version of the Monster Manual. The higher the MM version, however, the higher the actual power of the creatures at any given CR rating.
The Dinosaur in this instance is called a Fleshraker, a relative of the Velociraptor.
His attack sequence is 2 claws (+6 melee, D6+3 + poison), and a bite (+1 melee, D6 +1) and a tail slap (+1 melee, D6 +1 +poison). He can't use both the bite and tail slap on the same target. The poison is a DC 14 Fort save, D6 Dex/D6 Dex.
It has a Pounce attack that allows a charge, full attack, and an extra Rake attack (+2 melee, D6+2).
Improved Trip, which allows an immediate Grapple check. Success results in both Grapple and Pin. Target receives automatic claw and rake damage every subsequent round.
It's AC 20, 4 hit dice, and has 26 hit points.
It prefers to strike from ambush (+12 hide checks, +24 Jump checks), and a base move of 50.
To me, that looks a lot like a CR 4, maybe a 5.
It would eat a Black Bear (Monster Manual I, Page 269) for breakfast.
Black bear, also CR 2, AC 13, 3 HD 19 hp, attack 2 claws (+6 melee D4+4) plus Bite (+1 Melee D6+ 2). No poison, no Rake, no tail-slap, no trip, no free grapple. The bear would likely be gored on the 1st round and dead on the 2nd.
I'm not ranting about a monster though. I'm just asking if there is some semi-official guideline on CR adjustments for the different Monster Manuals.
My own rule of thumb seems to to take the listed CR, add the MM version, and subtract one.
Any help (other than the inevitable "The CR system is broken") is appreciated.
The DM threw a dinosaur from MMIII at us, a CR2 creature.
My experience has been that the CR system, while questionable, is generally stable within any one version of the Monster Manual. The higher the MM version, however, the higher the actual power of the creatures at any given CR rating.
The Dinosaur in this instance is called a Fleshraker, a relative of the Velociraptor.
His attack sequence is 2 claws (+6 melee, D6+3 + poison), and a bite (+1 melee, D6 +1) and a tail slap (+1 melee, D6 +1 +poison). He can't use both the bite and tail slap on the same target. The poison is a DC 14 Fort save, D6 Dex/D6 Dex.
It has a Pounce attack that allows a charge, full attack, and an extra Rake attack (+2 melee, D6+2).
Improved Trip, which allows an immediate Grapple check. Success results in both Grapple and Pin. Target receives automatic claw and rake damage every subsequent round.
It's AC 20, 4 hit dice, and has 26 hit points.
It prefers to strike from ambush (+12 hide checks, +24 Jump checks), and a base move of 50.
To me, that looks a lot like a CR 4, maybe a 5.
It would eat a Black Bear (Monster Manual I, Page 269) for breakfast.
Black bear, also CR 2, AC 13, 3 HD 19 hp, attack 2 claws (+6 melee D4+4) plus Bite (+1 Melee D6+ 2). No poison, no Rake, no tail-slap, no trip, no free grapple. The bear would likely be gored on the 1st round and dead on the 2nd.
I'm not ranting about a monster though. I'm just asking if there is some semi-official guideline on CR adjustments for the different Monster Manuals.
My own rule of thumb seems to to take the listed CR, add the MM version, and subtract one.
Any help (other than the inevitable "The CR system is broken") is appreciated.