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Factors Affecting CR and EL
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<blockquote data-quote="shilsen" data-source="post: 3638260" data-attributes="member: 198"><p>Agreed. And I don't really think it's a problem but something to be expected. There's no way, in a game with as many random variables in it as D&D (and I'm not referring to just dice here), that any system can be more than a very rough prediction at best. Considering the factors it has to take into account, I find CR/EL holds up about as well as it can be expected to.</p><p></p><p> </p><p></p><p>Good point.</p><p></p><p></p><p></p><p>As I've posted in the "Does D&D Need An Alternate Death Mechanic?" thread, that's why I allow the use of action pts (and now swashbuckling cards, which we've switched to) to survive killing blows/effects at -9 hp (and stabilized). I do tend to run brutal encounters, and without it I'd have lost one PC every 2 sessions. And that's in a campaign where PCs only have 1 or, much more rarely, 2 encounters in a given game day. In something like WLD it could be worse, though using pre-written encounters instead of ones I create might make a difference.</p><p></p><p></p><p></p><p>QFT</p></blockquote><p></p>
[QUOTE="shilsen, post: 3638260, member: 198"] Agreed. And I don't really think it's a problem but something to be expected. There's no way, in a game with as many random variables in it as D&D (and I'm not referring to just dice here), that any system can be more than a very rough prediction at best. Considering the factors it has to take into account, I find CR/EL holds up about as well as it can be expected to. Good point. As I've posted in the "Does D&D Need An Alternate Death Mechanic?" thread, that's why I allow the use of action pts (and now swashbuckling cards, which we've switched to) to survive killing blows/effects at -9 hp (and stabilized). I do tend to run brutal encounters, and without it I'd have lost one PC every 2 sessions. And that's in a campaign where PCs only have 1 or, much more rarely, 2 encounters in a given game day. In something like WLD it could be worse, though using pre-written encounters instead of ones I create might make a difference. QFT [/QUOTE]
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