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Community
General Tabletop Discussion
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do CRs seem a bit arbitrary?
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<blockquote data-quote="Tormyr" data-source="post: 6573683" data-attributes="member: 6776887"><p>I am interested in this. </p><p></p><p>1. How do you define twice as much of a creature then? (Sorry, went back and found the answer to my question. You had mentioned XP worth of banshees) Double the encounter XP is roughly the same encounter difficulty for the 8th level party over the 5th level party. Do I think a 8th level party will have the same difficulty as a 5th level party if they both have the same encounter difficulty worth of banshees (i.e. 1 for 5th and 2 for 8th or 2 for 5th and 3 for 8th)? Absolutely. That is the point of encounter difficulty, of which CR, and the resulting XP, is a building block. The party <em>should</em> have the same number of casualties for the same encounter difficulty.</p><p></p><p>2. I think that regardless of player smarts, metagaming, knowledge checks, etc. That the average 8th level party will have a better improvement over banshees than the 5th level party compared to an 8th level fighter's improvement over the 5th level fighter. Natural attacks are magical, saving throws improve, spell power increases, earlier initiative, more damage, etc. This is what allows the 8th level party to handle twice as much banshee as the 5th level party and expect the same results. But the 8th level party will do better than the 5th level party against the same number of banshees.</p><p></p><p>3. While the biggest factor in a banshee fight is whether there is daylight, that is divorced from CR. Per the DMG, environmental factors that benefit one side over the other alter encounter difficulty one way or the other. It is not a weakness of CR. It is a strength of encounter building to know how the environmental factors apply or that the PCs know how to deal with the creature to target its weaknesses.</p><p></p><p>An interesting thing I noticed. While the Banshee can take a creature to 0 hp, the creature is stable. An affected creature would need to take more damage before needing to start death saving throws. The description of wail says that the creature is taken to 0hp, but that is it. Compare that to suffocating (PHB 183) that says the creature is taken to 0 hp <em>and is dying</em>.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6573683, member: 6776887"] I am interested in this. 1. How do you define twice as much of a creature then? (Sorry, went back and found the answer to my question. You had mentioned XP worth of banshees) Double the encounter XP is roughly the same encounter difficulty for the 8th level party over the 5th level party. Do I think a 8th level party will have the same difficulty as a 5th level party if they both have the same encounter difficulty worth of banshees (i.e. 1 for 5th and 2 for 8th or 2 for 5th and 3 for 8th)? Absolutely. That is the point of encounter difficulty, of which CR, and the resulting XP, is a building block. The party [I]should[/I] have the same number of casualties for the same encounter difficulty. 2. I think that regardless of player smarts, metagaming, knowledge checks, etc. That the average 8th level party will have a better improvement over banshees than the 5th level party compared to an 8th level fighter's improvement over the 5th level fighter. Natural attacks are magical, saving throws improve, spell power increases, earlier initiative, more damage, etc. This is what allows the 8th level party to handle twice as much banshee as the 5th level party and expect the same results. But the 8th level party will do better than the 5th level party against the same number of banshees. 3. While the biggest factor in a banshee fight is whether there is daylight, that is divorced from CR. Per the DMG, environmental factors that benefit one side over the other alter encounter difficulty one way or the other. It is not a weakness of CR. It is a strength of encounter building to know how the environmental factors apply or that the PCs know how to deal with the creature to target its weaknesses. An interesting thing I noticed. While the Banshee can take a creature to 0 hp, the creature is stable. An affected creature would need to take more damage before needing to start death saving throws. The description of wail says that the creature is taken to 0hp, but that is it. Compare that to suffocating (PHB 183) that says the creature is taken to 0 hp [I]and is dying[/I]. [/QUOTE]
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Community
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do CRs seem a bit arbitrary?
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