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Generic Dragon: Help with CR/LA!
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<blockquote data-quote="RangerWickett" data-source="post: 1496403" data-attributes="member: 63"><p>If you want to open a new thread to discuss this, I'd be interested. I can see things going two ways here. One is the cross-balance approach, i.e., "Of course your halfling makes a crappy fighter! He's three feet tall! But that's okay, because he's got a higher AC and saves." The other is the parallel balance approach, i.e., "It doesn't matter that a halfling is smaller. His longsword should do d8 because that's balanced. He shouldn't get a bonus to AC, though. All things should be equal to their closest counterpart."</p><p></p><p>I prefer the second system, for ease of play. If all characters can swing a one-handed melee weapon for d8 damage and use a shield at the same time, it's easier for me to deal with, and it puts more onus upon the players to figure out how a pixie can do that much damage in physical combat.</p><p></p><p>On the other hand, that system makes you scratch your head as to why a giant's weapon doesn't do very much damage. (The answer? Levels and hit dice should provide a bonus to damage.) The parallel balance system also gives you fewer anchor points -- things you can move around to adjust balance. It's give and take.</p><p></p><p>In general, I think a level-based system works better for a parallel balance ruleset, while a cross-balance is ideally point-based, kinda like GURPS. And I don't like heavy point systems, especially ones where drawbacks get you extra points. Logically, there ought to be very few surviving adventuring halfling fighters -- most would be wizards or rogues, because that's what they're suited for.</p><p></p><p>Oh, and Dragons ought to have a CR scale like I list below. Take the needed CR and design backwards to find the right power level, I'd say. </p><p></p><p>Age Category - CR</p><p>1 - 1/2</p><p>2 - 1</p><p>3 - 3</p><p>4 - 6</p><p>5 - 8</p><p>6 - 10</p><p>7 - 12</p><p>8 - 14</p><p>9 - 17</p><p>10 - 20</p><p>11 - 22</p><p>12 - 25</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1496403, member: 63"] If you want to open a new thread to discuss this, I'd be interested. I can see things going two ways here. One is the cross-balance approach, i.e., "Of course your halfling makes a crappy fighter! He's three feet tall! But that's okay, because he's got a higher AC and saves." The other is the parallel balance approach, i.e., "It doesn't matter that a halfling is smaller. His longsword should do d8 because that's balanced. He shouldn't get a bonus to AC, though. All things should be equal to their closest counterpart." I prefer the second system, for ease of play. If all characters can swing a one-handed melee weapon for d8 damage and use a shield at the same time, it's easier for me to deal with, and it puts more onus upon the players to figure out how a pixie can do that much damage in physical combat. On the other hand, that system makes you scratch your head as to why a giant's weapon doesn't do very much damage. (The answer? Levels and hit dice should provide a bonus to damage.) The parallel balance system also gives you fewer anchor points -- things you can move around to adjust balance. It's give and take. In general, I think a level-based system works better for a parallel balance ruleset, while a cross-balance is ideally point-based, kinda like GURPS. And I don't like heavy point systems, especially ones where drawbacks get you extra points. Logically, there ought to be very few surviving adventuring halfling fighters -- most would be wizards or rogues, because that's what they're suited for. Oh, and Dragons ought to have a CR scale like I list below. Take the needed CR and design backwards to find the right power level, I'd say. Age Category - CR 1 - 1/2 2 - 1 3 - 3 4 - 6 5 - 8 6 - 10 7 - 12 8 - 14 9 - 17 10 - 20 11 - 22 12 - 25 [/QUOTE]
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Generic Dragon: Help with CR/LA!
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