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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="MostlyDm" data-source="post: 6859215" data-attributes="member: 6788973"><p>Yeah sorry, your post kicked off my thoughts but halfway through I ended up speaking directly to Celtavian. That was confusing. </p><p></p><p>Mainly quoted you because, while doubling damage/increasing HP are totally reasonable ways of increasing the challenge, you can actually also do so without modifying CR. Which, I think, would keep things more in the spirit of this challenge. </p><p></p><p>When I first saw that stuff like that does not increase CR it seemed counterintuitive. But it's not, really. The problem with sophisticated abilities is that 1) the DM needs to be tactical enough to use them well, and 2) the party needs to be tactical enough for those abilities to be worth bothering with. </p><p></p><p>You don't need a monster with a dozen different answers if the party only ever asks the one question.</p><p></p><p>So they keep core monster design simple, and focus CR on damage/health. That works for basic players. </p><p></p><p>Advanced players can add advanced tactical flexibility, without increasing CR, to generate the same challenge. </p><p></p><p>It's also worth recognizing: There are a plenty of monsters that already have special movement, immunities, etc that enable advanced tactics. Earlier in this thread someone described advanced tactics for Incorporeal creatures, for example. </p><p></p><p>If your party are hardcore optimizers and tacticians, you may wish to make sure all of the monsters you throw at them have similar flexibility. </p><p></p><p>The fact that not all monsters do? I don't really think it's a failing of the books.</p></blockquote><p></p>
[QUOTE="MostlyDm, post: 6859215, member: 6788973"] Yeah sorry, your post kicked off my thoughts but halfway through I ended up speaking directly to Celtavian. That was confusing. Mainly quoted you because, while doubling damage/increasing HP are totally reasonable ways of increasing the challenge, you can actually also do so without modifying CR. Which, I think, would keep things more in the spirit of this challenge. When I first saw that stuff like that does not increase CR it seemed counterintuitive. But it's not, really. The problem with sophisticated abilities is that 1) the DM needs to be tactical enough to use them well, and 2) the party needs to be tactical enough for those abilities to be worth bothering with. You don't need a monster with a dozen different answers if the party only ever asks the one question. So they keep core monster design simple, and focus CR on damage/health. That works for basic players. Advanced players can add advanced tactical flexibility, without increasing CR, to generate the same challenge. It's also worth recognizing: There are a plenty of monsters that already have special movement, immunities, etc that enable advanced tactics. Earlier in this thread someone described advanced tactics for Incorporeal creatures, for example. If your party are hardcore optimizers and tacticians, you may wish to make sure all of the monsters you throw at them have similar flexibility. The fact that not all monsters do? I don't really think it's a failing of the books. [/QUOTE]
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Community
General Tabletop Discussion
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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