Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
do CRs seem a bit arbitrary?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 6562873" data-attributes="member: 6696971"><p>I'll see your dire tiger anecdote and raise you a dire shark/kraken and a roc. Skrimishing swimmers and flyers are even more dangerous.</p><p></p><p>The problem here lies in the fact that we're moving outside of the combat resolution mechanics. You're going to be breaking out the AD&D Evasion and Pursuit rules which are different than the 3.x Evasion and Pursuit rules which are different than 4e Group Checks or 4e Skill Challenges which are different than 5e Chases (but are the same as 4e Group Checks as they were ported directly over!). The common theme of each of these rules subsystems is that, as is pretty much the legacy with D&D, noncombat resolution mechanics are siloed away from the combat resolution mechanics. There is a different level of zoom, abstraction, and very different mechanical apparatus (relative to each other and relative to the system's own combat resolution mechanics) from subsystem to subsystem. </p><p></p><p>D&D's siloed combat mechanics just make the gameplay a very different experience than a game such as Dungeon World where the entirety of the game's mechanical infrastructure is unified so you're seamlessly able to just follow the fiction and go from combats to chases (etc) without having to toggle back and forth between subsystems (one of which has a tight action economy and all kinds of component parts that the other doesn't possess...and there is little to no overlap in potency between abilities brought to bear in one versus the other). For D&D's purposes, I thought 4e had a great answer to this. The conflict with such a creature would either be created as a Lurker Hazard/Trap (of relevant xp value where the danger is represented by its capacity in the "Lurker" role) or it would be an <em>n </em>complexity SC where <em>n </em>represents the danger the creature brings to bear with hit and run tactics (and the stakes are PC or NPC, better still, is dragged away and devoured...or the creature is caught and the combat resolution mechanics are then consulted for what happens next).</p><p></p><p>So in total, I'm in agreement with, I think it was, @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6776887" target="_blank">Tormyr</a></u></strong></em> (?). In order for something akin to CR to be of value to a GM, it needs to be premised upon the deployment of a standard combat routine for the creature within the venue of the combat resolution mechanics. Its capacity outside of the combat resolution mechanics is very useful to know, but you don't need the same sort of precision in calibration (you do need calibration however...just not the same type) that you do in the D&D combat mechanics minigame (which are governed by all kinds of mechanical bits, bobs, units, and widgets that must interface coherently...because the stakes are generally rather high)</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6562873, member: 6696971"] I'll see your dire tiger anecdote and raise you a dire shark/kraken and a roc. Skrimishing swimmers and flyers are even more dangerous. The problem here lies in the fact that we're moving outside of the combat resolution mechanics. You're going to be breaking out the AD&D Evasion and Pursuit rules which are different than the 3.x Evasion and Pursuit rules which are different than 4e Group Checks or 4e Skill Challenges which are different than 5e Chases (but are the same as 4e Group Checks as they were ported directly over!). The common theme of each of these rules subsystems is that, as is pretty much the legacy with D&D, noncombat resolution mechanics are siloed away from the combat resolution mechanics. There is a different level of zoom, abstraction, and very different mechanical apparatus (relative to each other and relative to the system's own combat resolution mechanics) from subsystem to subsystem. D&D's siloed combat mechanics just make the gameplay a very different experience than a game such as Dungeon World where the entirety of the game's mechanical infrastructure is unified so you're seamlessly able to just follow the fiction and go from combats to chases (etc) without having to toggle back and forth between subsystems (one of which has a tight action economy and all kinds of component parts that the other doesn't possess...and there is little to no overlap in potency between abilities brought to bear in one versus the other). For D&D's purposes, I thought 4e had a great answer to this. The conflict with such a creature would either be created as a Lurker Hazard/Trap (of relevant xp value where the danger is represented by its capacity in the "Lurker" role) or it would be an [I]n [/I]complexity SC where [I]n [/I]represents the danger the creature brings to bear with hit and run tactics (and the stakes are PC or NPC, better still, is dragged away and devoured...or the creature is caught and the combat resolution mechanics are then consulted for what happens next). So in total, I'm in agreement with, I think it was, @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6776887"]Tormyr[/URL][/U][/B][/I] (?). In order for something akin to CR to be of value to a GM, it needs to be premised upon the deployment of a standard combat routine for the creature within the venue of the combat resolution mechanics. Its capacity outside of the combat resolution mechanics is very useful to know, but you don't need the same sort of precision in calibration (you do need calibration however...just not the same type) that you do in the D&D combat mechanics minigame (which are governed by all kinds of mechanical bits, bobs, units, and widgets that must interface coherently...because the stakes are generally rather high) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
do CRs seem a bit arbitrary?
Top