I tried the 4 player standard, what a mess...

The big problem here is that the 1st level party is one step or hit from being wiped away from the face the earth. I allowed my 3 - people - group to create Level 3 Characters. These guys are the most anti-minmaxers you´ll find: Elven Druid (Strength 7), Halfling Ranger, Goblin Rogue. But with action points, a little luck, summoning and an animal companion, they vanquished an ettin and company who dished out 45 points of damage in one full attack.
Because they were NOT just a handful of HP away from death. And because even Mr. Druid "i have sooo many class features, lol" needs time to use them.
 

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twofalls said:
I ought to clarify a few points, and thank you for your observations. First off, I did in fact feel the Ogre was a little too much, we even joked about it when they first found out that the adventure started off with an Ogre hunt. My goal however, was to test the CR system, and as such I approached it objectivly discarding my experience and preconceptions.

Not all CRs are accurate, though. You might want to try another monster instead, or a wide variety of monsters. Most will work out all right.

Three tactics used were 1st... to blunder into its lair and confront it in a water mineral laden cave fulll of 'mites that inhibited any large weapon used (the Orges club, the Rangers Greatsword) and all missile weapons. This resulted in specacular modern art on the already wet walls using the PC's innards as media.

The dual-wielding ranger used a greatsword?

Second they hid the rouge in some roots near the entrance and called it out, cast entagle its save was an 18 (all rolls were open as this was a test of the system) and fortunatly the rouge saved as well. It them charged out and dined on the PC's buffet style.

What did the mage do in this battle?

Third tactic, after the group had been remade into 1st level killing machines was to again cast entangle on it (again it saved with an 18) and then to missile it with bows why a spell buffed ranger (prot from evil and sheild) fought it up front. They had a hard time with the 16 AC (the rolls were unimpressive to say the least) and after three rounds the Ogre managed to hit the Ranger. As observed by the previous posts, the ogre one hit killed any PC in the party.

The revision to CR 3 makes a lot of sense to me, 2d6+7... that was the bad news of the day. The last combat brought the 26Hp Ogre down to 2 hp, without the Ranger ever landing one blow (with two weapons he didn't manage to hit the Ogre once, robbing the party of his 18St Damage).

An 18 Strength ranger at 1st-level is not an appropriate test of the CR system. He'd cut through slightly lower CR creatures way too fast. CRs are playtested with 25 point buy PCs, and most games use reasonable stats (even if not 25 point buy). And even then he couldn't hit? Talk about bad luck.

I find it hard to picture a 1st-level character using 28 point buy getting an 18. That's hurting their other stats quite harshly. What were his other stats? Did he have low Dex or Con, because those are important. Etc. (I also want to be sure you were using point buy properly, eg starting with 8, and so forth.)

The Stat system I use is on pg. 20 of the 3.0 DMG, 28 pt stat buy. I aslo started each player off with a windfall of +100 G and a special item (of masterwork or +1 in strength).

Giving out free +1 weapons would overpower them. At that level, if you want something at +1, you usually cast a spell.

As for spell selection, the initial fight was with the Diviner prepared to try to talk to the Ogre (not a happening thing). His opposing school was necromancy, so he ultimatly ended up with a pair of Magic Missile spells and buffs (FR spellcasing Prodigy feat enabling 4 level 1 spells).

I'm going to ignore the non-core feat for the moment and just point out that the wizard player seems like they were new. (In fact, I think you might have said that above.) Two identical spells? He should have traded one out for something like Color Spray. (Tactics are an invisible part of CR, of course.)
 
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I said buffed, because there was one wizard and one cleric. So, 6 first level spells.

Another example of what could have been done : the rogue spot the ogre in his lair, then reports to the PC. They wisely decide to hide, and wait for the ogre to sleep. Coup de grâce with a greatsword and 18str, that's 4d6+12 average 26 damage, and a save DC 36. At low level, D&D is realistic. And, if Ogres were real beings, you can bet that killing them in a fair fight would be nearly impossible for a human.
 

Did they try doing something to blind the Ogre?

Too bad weapons don't do Larger-than-man-sized damage anymore.

Perhaps the party (under direction of the ranger) could build a deadfall trap and lure the ogre into it?
 

Keefe the Thief said:
The big problem here is that the 1st level party is one step or hit from being wiped away from the face the earth. I allowed my 3 - people - group to create Level 3 Characters. These guys are the most anti-minmaxers you´ll find: Elven Druid (Strength 7),
Um... for druids, strength is a dump stat. Not so much at low levels, I'll admit, but it isn't *that* bad a choice
 

assume party win initiative (ogre has rubbish spot)
ray of enfeeblement will have much more than 50% hit chance (touch AC 8) ogre down to 17 STR from 21.
cleric cast PFE/SoF on fighter
well the fighter should go full defence (AC 24-26 range then?), ogre has only +6 to hit now. If the fighter is a dwarf the ogre needs natural 20 to hit.

mage casts sleep (ogre needs to roll 13-14 to save)

If prepared this is a nice XP generator for the party though likely it uses 50%+ of party resources

....but on one point, yeah rogues are no good. Icons for us are
Wood elf Scout, Human Cleric, Dwarf Barbarian, Elf wizard.
 

I'm with Mr. SeveredHead, here - the CR system does not perform as advertised. All nitpicks about how his players played, what characters they chose, etc., are irrelevant - the CR system claimed to be a guideline for balancing encounters, any DM, any players. Experienced DMs hardly need such a guideline, so emphasis should have been on making the system workable for novice DMs, even with a party of 13-year-old newbies throwing characters together in the back of the cafeteria with one set of dice, one set of books, abysmal luck, and a burning desire to try out the rules. It does not perform this function.

I think the test was a fair one and the CR system as written for 3.0 flunked. I suspect that a similar test for the 3.5 system would, too, as a perusal of the rules gave us no indication that the designers had figured out what went wrong the first time.
 



Oddly enough, in yesterday's game session we had a 4th-level paladin die while fighting two ogres (actually, there were three fo them, but he was taking on two pretty much by himself, with the assistance of the druid's eagle companion, while the others dealt with the third). Two greatclub hits (one of them a crit) gave him a total of 51 points of damage in one round - pity he was down to 12 hp already by that point.

Ogres can be pretty tough - or at least they can dish out the damage.

Johnathan
 

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