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Community
General Tabletop Discussion
*Dungeons & Dragons
do CRs seem a bit arbitrary?
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<blockquote data-quote="Manbearcat" data-source="post: 6559980" data-attributes="member: 6696971"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6790260" target="_blank">EzekielRaiden</a></u></strong></em> has answered this quite well (and I know I've done this on more than one occasion) but this position you're taking defies engineering 101.</p><p></p><p>Do you realize how easy it is to go from a street legal, precisely calibrated, perfectly engineered Ferrari to an insane drag-racer on the edge of being wildly out of control (without stripping it and caging it because you're not going for safety)? Turbo-charge the engine (maybe * 2 even). Turn off the traction control. Change the tires. Giant spoiler for more downforce. Done.</p><p></p><p>Now have someone hand you a custom built drag-racer or heavily modified <whatever> and see how easy it is to create a street legal, precisely calibrated, perfectly engineered Ferrari out of it.</p><p></p><p>Making a poorly calibrated, swingy (from GM-side understanding of it) encounter system into a tightly calibrated, predictable (GM-side) system is an extremely significant project. Doing the inverse is absolutely trivial. </p><p></p><p>I really don't understand this:</p><p></p><p></p><p></p><p>If your aim is for swingy, unpredictable (for the GM) combat, how in the world is this true? Wonk up two of the widgets and you're there. Do you mean its a difficult thing psychologically for the GM...or a difficult thing to convey to the group, and have them accept, that you're wonking up the widgets and throwing encounter budgets out the window? And that is the system's fault? I don't understand at all. You can't possibly be meaning "it isn't easy" from an engineering perspective so that must be what you mean?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6559980, member: 6696971"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6790260"]EzekielRaiden[/URL][/U][/B][/I] has answered this quite well (and I know I've done this on more than one occasion) but this position you're taking defies engineering 101. Do you realize how easy it is to go from a street legal, precisely calibrated, perfectly engineered Ferrari to an insane drag-racer on the edge of being wildly out of control (without stripping it and caging it because you're not going for safety)? Turbo-charge the engine (maybe * 2 even). Turn off the traction control. Change the tires. Giant spoiler for more downforce. Done. Now have someone hand you a custom built drag-racer or heavily modified <whatever> and see how easy it is to create a street legal, precisely calibrated, perfectly engineered Ferrari out of it. Making a poorly calibrated, swingy (from GM-side understanding of it) encounter system into a tightly calibrated, predictable (GM-side) system is an extremely significant project. Doing the inverse is absolutely trivial. I really don't understand this: If your aim is for swingy, unpredictable (for the GM) combat, how in the world is this true? Wonk up two of the widgets and you're there. Do you mean its a difficult thing psychologically for the GM...or a difficult thing to convey to the group, and have them accept, that you're wonking up the widgets and throwing encounter budgets out the window? And that is the system's fault? I don't understand at all. You can't possibly be meaning "it isn't easy" from an engineering perspective so that must be what you mean? [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
do CRs seem a bit arbitrary?
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