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<blockquote data-quote="Shardstone" data-source="post: 9246103" data-attributes="member: 6807784"><p>I really think numerical CR is the problem. I use a system like this:</p><p></p><p>First, I look at the tiers of play. Every monster I design is meant to fit a specific threat level in each tier: Low Threat, High Threat, Overwhelming Threat. Low Threat are basically minions and mooks, High Threat aren't bosses but are the upper range of that Tier, and Overwhelming Threat are Legendary foes in that tier. You can throw a lot of Low Threats at a party, small groups of High Threats, or an Overwhelming Threat with 1 or 2 High Threats or a gaggle of Low Threats. </p><p></p><p>When your level approaches the top of your tier, how you view threat changes. Low Threats are now much lower, High Threats become Low, and some Overwhelming Threats become High Threat. When you go up a Tier, virtually everything officially goes down by 1 tier, so all T1 Overwhelming Threats are now T2 High Threats. As you get to the top of T2, T1 Overwhelming Threats may even be reduced down to T2 Low Threats.</p><p></p><p>I don't worry too much about exact numbers of monsters the party can handle, as these Threat Levels are based off the party having maximum resources. This can make a group of Low Threats into a group of High Threats if players are low on resources, prompting better strategy. Likewise, due to magical items, boons, feats, and non-PHB content, as well as the ins and outs of your party, a specific encounter that is High Threat might be rendered Low Threat.</p><p></p><p>The idea here is to provide narrative impact and non-exact monster building. I think a little bit of variability in monster building is necessary and, if a Medusa for example is a T1 Overwhelming Threat, I can think of ways to portray that to the party while also knowing that circumstances could change (ie, the party all have mirrored shields and a potion giving them an extra reaction for a minute to raise it against the medusa, making this a High or even Low Threat encounter).</p><p></p><p></p><p>I really think getting lost in the math is easy to do as a game designer, but almost always ends up forgetting the game's feel. Knowing, for example, that an encounter will use 10% of my party's resources isn't very helpful. If my party is two Fighters, a Rogue, and a Barbarian at 2nd level, the only real resource I'm tracking is the Barbarian's Rage. What does 10% of the resources mean for the rest? HP? HD? Ability uses? Consumables? It feels like trying to quantify too many things without actually telling me what to expect when this encounter goes down.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9246103, member: 6807784"] I really think numerical CR is the problem. I use a system like this: First, I look at the tiers of play. Every monster I design is meant to fit a specific threat level in each tier: Low Threat, High Threat, Overwhelming Threat. Low Threat are basically minions and mooks, High Threat aren't bosses but are the upper range of that Tier, and Overwhelming Threat are Legendary foes in that tier. You can throw a lot of Low Threats at a party, small groups of High Threats, or an Overwhelming Threat with 1 or 2 High Threats or a gaggle of Low Threats. When your level approaches the top of your tier, how you view threat changes. Low Threats are now much lower, High Threats become Low, and some Overwhelming Threats become High Threat. When you go up a Tier, virtually everything officially goes down by 1 tier, so all T1 Overwhelming Threats are now T2 High Threats. As you get to the top of T2, T1 Overwhelming Threats may even be reduced down to T2 Low Threats. I don't worry too much about exact numbers of monsters the party can handle, as these Threat Levels are based off the party having maximum resources. This can make a group of Low Threats into a group of High Threats if players are low on resources, prompting better strategy. Likewise, due to magical items, boons, feats, and non-PHB content, as well as the ins and outs of your party, a specific encounter that is High Threat might be rendered Low Threat. The idea here is to provide narrative impact and non-exact monster building. I think a little bit of variability in monster building is necessary and, if a Medusa for example is a T1 Overwhelming Threat, I can think of ways to portray that to the party while also knowing that circumstances could change (ie, the party all have mirrored shields and a potion giving them an extra reaction for a minute to raise it against the medusa, making this a High or even Low Threat encounter). I really think getting lost in the math is easy to do as a game designer, but almost always ends up forgetting the game's feel. Knowing, for example, that an encounter will use 10% of my party's resources isn't very helpful. If my party is two Fighters, a Rogue, and a Barbarian at 2nd level, the only real resource I'm tracking is the Barbarian's Rage. What does 10% of the resources mean for the rest? HP? HD? Ability uses? Consumables? It feels like trying to quantify too many things without actually telling me what to expect when this encounter goes down. [/QUOTE]
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