Raven CK said:
XP for all standard monsters were already predetermined.
XP for standard encounters is already predetermined in 3e.
If the encounter is only the one monster, as it was here with the ogre, you only get XP for the ogre. Based off the challenge the monster presents, you get a predetermined amount of XP.
I am unfamiliar with XP levels in 1e, but in 2e the XP required to gain for the next level was not linear. This was done to avoid killing the same fixed-XP creatures over and over again, who present less and less of a challenge but render constant gains to XP. So instead of making the XP that creatures give change as the characters go up levels, the system made the amount of XP required increase.
This had the nasty side-affect of making multiclassing rather wonky; a PC couldn't take 5 levels of ranger and then a level of rogue, because that 1st level XP requirement for rogue was miniscule compared to the XP the charater was reaping from defeating challenges appropriate for the 5th level ranger. Then you had the issue of different classes requiring different amounts of XP to make up for the inherent inequalities between the classes.
In balance here are the PCs, the monster, the danger and the reward. If the monster remains the same and the PCs encounter it multiple times as they increase in level, what happens? The danger decreases: the reward should as well.
If the constant-level PCs encounter the monster several times, each time souped up by some degree, what happens? The danger increases: the reward should as well.
Both 2e and the 3e CR system model for this. The 2e system decreased the reward by devaluing every additional XP as the characters went up in levels. 1000XP means a lot at low levels, but means absolutely squat at high ones. The 3e system decreases the reward by awarding XP not on a constant "ogres-give-Y-amount-XP", but rather on a relative basis comparing the power of the PCs to the challenge of the monster.
This change allows character XP levels to grow at a linear rate rather than an exponential one; it allows easier multiclassing; the differentiation between character levels and class levels; a built-in incentive to stick with one class is that class' special abilities improve as class levels do.
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That being said, the CRs of individual monsters must be pegged properly. The ogre was too much for a CR 2, but the revision already changed that. The CR system is much more flexible in that it allows for a change in encounter difficulty that arises not from individual monsters, but from synergy between grouped monsters and the benefits environment provides. This is all done
before considering the PCs, and is generally unreliant on what they can or cannot do.
Raven CK said:
ML is transparent as to how it is determined
Would you please transparentify the monster level system to those of us who only know it by your reference. Thanks.
Because the CR system assumes that the DM will challenge the players according to their character's levels and abilities, the CR system is designed to work only in the most standard of games.
Break this statement down.
the CR system assumes that the DM will challenge the players according to their character's levels and abilities
As long as we're listing assumptions, remark upon how you put aside the guidelines given for DMs that describe how challenging an EL -2 encounter will be, an EL --, an EL +1, and an EL +4, and what they expect the effect on party resources will be. The CR system provides the DM the tool to set a range of challenges in front of the PCs and be reasonably sure how well the party is equipped to survive.
the CR system is designed to work only in the most standard of games.
Listing assumptions part 2: assume the DM does not adjust the challenge rating of an encounter in which he adjusts the components.
If you run the PCs against critters with blindsight and DM fiat that neither darkvision nor illumination of any kind work, then the CR goes up.
If you run critters against the PCs armed with "+5 may-only-be-used-by-critter PC-Bane weapons", then the CR goes up.
If you run a campaign where chaotic characters are forced to always act in combat as if affected by
Confusion, then every combat is going to be more difficult for them to survive because they will not be able to act tactically: the challenge of
fights will go up.
If you run a campaign where every level Lawful characters are granted a feat by the lawful society they live in, then the challenge of things will go down because they have more resources to fall back on to overcome the challenge.
If you have less equipment than standard (wealth-by-level tables, DMG), then CRs should go up.
If you have more than 4 party members, then CR should go down.
If you have gestalt characters, then CR should go down.
If you have house-ruled innate magical fairy powers, then CR should go down.
If every monster you run accross has house-ruled innate magical fairy powers, then CR should go up.
Raven Crowking, it would be as silly for me to say that the CR system does not assume a standard as it is for you to say that the CR system cannot be adjusted for games that are not standard.
Now combine the two halves of the statement:
CR challenges PC's abilities, therefore CR will not challenge PCs with non-standard abilities
This is the logical equivalent of "If A, then not A".
The CR system is flexible so as to allow DMs to challenge standard and non-standard parties alike; it does exactly what you said you assumed it to do: it challenges the PCs according to their powers. If they have unusual powers, then they will be unusually challenged.
However, much like how a well-built automobile is only as safe as the driver behind the wheel, the CR system depends upon a DM who can wield it and one who can make CR adjustments for whatever hairbrained ideas may come into his head; it requires the DM to know what kind of effect his changes may have upon his world. A DM who doesn't know that giving monsterous centepedes vorpal claws is going to make things harder is going to be suprised with the results of the fight, and likely upset that the CR system let him down.
Argue that the CR system takes time to learn all you like. So does bridge. But simply because bridge can be played poorly does not make it a bad game.