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*Pathfinder & Starfinder
Challenge Rating Replaced With...What?
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<blockquote data-quote="helium3" data-source="post: 3769591" data-attributes="member: 31301"><p>Which is just fine, as long as I'm not trying to start a game off at level 10. There still needs to be an objective standard I can measure the party's "worth" against to handle encounters that I can't immediately judge with my own prior experience because they're too different from what I've run before.</p><p></p><p>Don't get me wrong though, I'm sure this objective standard will exist. </p><p></p><p></p><p></p><p>I was pretty comfortable with the CR system in 3.X, but even I got confused by it at times. Mostly that happened when I tried to put together an encounter that consisted of a fairly wide range of CR's. So, modifying how it works in order to make it easier to put together a complex encounter is a good thing in my book.</p><p></p><p>I'm not enough of an old timer to answer this question myself, but maybe someone else can. Why did the designers of 3.X go to a system where the amount of XP per monster scaled depending on the level of the party fighting it? Scaled XP is a pretty significant increase in the level of complexity from flat XP, so there had to be a pretty solid reason for making that sort of change.</p></blockquote><p></p>
[QUOTE="helium3, post: 3769591, member: 31301"] Which is just fine, as long as I'm not trying to start a game off at level 10. There still needs to be an objective standard I can measure the party's "worth" against to handle encounters that I can't immediately judge with my own prior experience because they're too different from what I've run before. Don't get me wrong though, I'm sure this objective standard will exist. I was pretty comfortable with the CR system in 3.X, but even I got confused by it at times. Mostly that happened when I tried to put together an encounter that consisted of a fairly wide range of CR's. So, modifying how it works in order to make it easier to put together a complex encounter is a good thing in my book. I'm not enough of an old timer to answer this question myself, but maybe someone else can. Why did the designers of 3.X go to a system where the amount of XP per monster scaled depending on the level of the party fighting it? Scaled XP is a pretty significant increase in the level of complexity from flat XP, so there had to be a pretty solid reason for making that sort of change. [/QUOTE]
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