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How viable is 5E to play at high levels?
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<blockquote data-quote="Sacrosanct" data-source="post: 7211019" data-attributes="member: 15700"><p>The DMG doesn't specifically call out INT in the Monster Creation rules. However, it does say this:</p><p></p><p><em>"C<strong>reating a monster isn't just a number-crunching exercise.</strong> The guidelines in this chapter can help you create monsters, but the only way to know whether a monster is fun is to playtest it. After seeing your monster in action, <strong>you might want to adjust the challenge rating up or down based on your experiences</strong>."</em></p><p></p><p>What that means, is that after playing a monster that is extremely intelligent (and therefore it would use tactics and planning) that may have the same stat block as a not so intelligent monster, the actual challenge to the players is going to be significantly different, and therefore the CR would be adjusted accordingly. So, how a monster is played (which INT is very much a factor) affects CR. INT can modify CR. Right there in black and white by inference. </p><p></p><p>But it really comes down to the common theme that seems to be overlooked a lot by the RAW crowd: The rules are guidelines. There is no way they can create rules to fit everyone's preferred style of play. It's repeated over and over again how DMs need to tweak and tailor the rules to fit their groups, and to go with what feels right for you. And really, it's been that way since day 1 by the very nature of what an RPG is. Very few people have the game work perfectly for them out of the box. Insulting the designers or blaming the game as broken because it doesn't fit perfectly right out of the box for you (general you) screams laziness and entitlement to me, especially if you (general you) refuse to follow the #1 rule: the rules are guidelines and you should tailor them to fit your style.</p><p></p><p></p><p></p><p>If you (general you, and I'm certainly in the same boat since I don't have an 18 INT) don't think you can do the monster justice from that context, there are many resources out there to help give you ideas. For example, if I'm running a lich, I'm going to spend time really fleshing out it's motivations and behaviors, and try to pre-plan a list of scenarios that may occur that a genius like the lich would react to, so I don't have to come up with a genius idea during actual game play. I may look around for ideas on the web about the deviousness that an evil genius would do that I can't or didn't think of.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7211019, member: 15700"] The DMG doesn't specifically call out INT in the Monster Creation rules. However, it does say this: [I]"C[B]reating a monster isn't just a number-crunching exercise.[/B] The guidelines in this chapter can help you create monsters, but the only way to know whether a monster is fun is to playtest it. After seeing your monster in action, [B]you might want to adjust the challenge rating up or down based on your experiences[/B]."[/I] What that means, is that after playing a monster that is extremely intelligent (and therefore it would use tactics and planning) that may have the same stat block as a not so intelligent monster, the actual challenge to the players is going to be significantly different, and therefore the CR would be adjusted accordingly. So, how a monster is played (which INT is very much a factor) affects CR. INT can modify CR. Right there in black and white by inference. But it really comes down to the common theme that seems to be overlooked a lot by the RAW crowd: The rules are guidelines. There is no way they can create rules to fit everyone's preferred style of play. It's repeated over and over again how DMs need to tweak and tailor the rules to fit their groups, and to go with what feels right for you. And really, it's been that way since day 1 by the very nature of what an RPG is. Very few people have the game work perfectly for them out of the box. Insulting the designers or blaming the game as broken because it doesn't fit perfectly right out of the box for you (general you) screams laziness and entitlement to me, especially if you (general you) refuse to follow the #1 rule: the rules are guidelines and you should tailor them to fit your style. If you (general you, and I'm certainly in the same boat since I don't have an 18 INT) don't think you can do the monster justice from that context, there are many resources out there to help give you ideas. For example, if I'm running a lich, I'm going to spend time really fleshing out it's motivations and behaviors, and try to pre-plan a list of scenarios that may occur that a genius like the lich would react to, so I don't have to come up with a genius idea during actual game play. I may look around for ideas on the web about the deviousness that an evil genius would do that I can't or didn't think of. [/QUOTE]
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