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I tried the 4 player standard, what a mess...
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<blockquote data-quote="I'm A Banana" data-source="post: 3588863" data-attributes="member: 2067"><p>Onto the next part: </p><p></p><p></p><p>Bingo.</p><p></p><p></p><p></p><p>And nowhere does it state that the CR and EL numbers should be used in determining what you encounter. What you encounter is almost always a function of <strong>what the DM wants</strong>. CR and EL do show you a likely outcome, and they do describe what rewards you get from it, but they don't describe what you encounter in the first place. Only the DM does that.</p><p></p><p></p><p></p><p>The CR system cannot (and so does not) take into account player cleverness. An encounter made more difficult by a confining environment is <em>more difficult</em>, and thus worthy of a higher EL and award. If the PCs find a way to neutralize this difficulty, the reward they get is to not have to spend as many of their resources as the CR indicates, but still getting the reward, thus coming out with more wealth in the long run.</p><p></p><p></p><p></p><p>No, he isn't. The actual text in the DMG shows otherwise. </p><p></p><p></p><p></p><p>Yes, I still am correct. The actual text in the DMG says, in a nutshell: "design worlds by placing monsters where you want them, but design adventures with a nod to what the PC's are actually capable of."</p><p></p><p></p><p></p><p>Greater variance is not an inherently good thing IMHO, since for overcoming a 11th-level challenge, I shouldn't be getting awards from 5th-16th levels. </p><p></p><p>And we do know exactly how CR is determined: One monster vs. the Iconic Four saps roughly 20% resources at the given level. You know exactly how changes in your campaign will affect it: if you don't have any Fighter-equivalent heavy fighters, creatures that can hit hard will be a larger challenge.</p><p></p><p></p><p></p><p>3e is the same way. Read the DMG. 3e just also mentions that if this is the exclusive method by which you determine encounters, your players should probably know that. </p><p></p><p></p><p></p><p>Player skill is entirely subjective to the campaign and no reliable award system can be built around that.</p><p></p><p></p><p></p><p>3e recommends the same thing. The Adventure Path is an outgrowth of a more event-based style than you like, and that's fine, but those who follow an adventure path do so because they want to, not because they're forced to. </p><p></p><p></p><p></p><p>3e recommends that players get in over their heads on a regular basis, and it does reward clever and lucky play by giving them HUGE rewards for overcoming those CR's. If a 1st level party manages to somehow "overcome" a great wyrm red dragon, I guarantee their wealth is going to be totally out of whack for most other characters of that level. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Because the Forge of Fury was written without "player skill" in mind, nor did it attempt to craft it. It was interested in providing an adventure for both those who did Status Quo adventures (the overwhelming encounters still exist) and Tailored encounters (but they don't if your players wouldn't have fun facing them).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3588863, member: 2067"] Onto the next part: Bingo. And nowhere does it state that the CR and EL numbers should be used in determining what you encounter. What you encounter is almost always a function of [B]what the DM wants[/B]. CR and EL do show you a likely outcome, and they do describe what rewards you get from it, but they don't describe what you encounter in the first place. Only the DM does that. The CR system cannot (and so does not) take into account player cleverness. An encounter made more difficult by a confining environment is [I]more difficult[/I], and thus worthy of a higher EL and award. If the PCs find a way to neutralize this difficulty, the reward they get is to not have to spend as many of their resources as the CR indicates, but still getting the reward, thus coming out with more wealth in the long run. No, he isn't. The actual text in the DMG shows otherwise. Yes, I still am correct. The actual text in the DMG says, in a nutshell: "design worlds by placing monsters where you want them, but design adventures with a nod to what the PC's are actually capable of." Greater variance is not an inherently good thing IMHO, since for overcoming a 11th-level challenge, I shouldn't be getting awards from 5th-16th levels. And we do know exactly how CR is determined: One monster vs. the Iconic Four saps roughly 20% resources at the given level. You know exactly how changes in your campaign will affect it: if you don't have any Fighter-equivalent heavy fighters, creatures that can hit hard will be a larger challenge. 3e is the same way. Read the DMG. 3e just also mentions that if this is the exclusive method by which you determine encounters, your players should probably know that. Player skill is entirely subjective to the campaign and no reliable award system can be built around that. 3e recommends the same thing. The Adventure Path is an outgrowth of a more event-based style than you like, and that's fine, but those who follow an adventure path do so because they want to, not because they're forced to. 3e recommends that players get in over their heads on a regular basis, and it does reward clever and lucky play by giving them HUGE rewards for overcoming those CR's. If a 1st level party manages to somehow "overcome" a great wyrm red dragon, I guarantee their wealth is going to be totally out of whack for most other characters of that level. :) Because the Forge of Fury was written without "player skill" in mind, nor did it attempt to craft it. It was interested in providing an adventure for both those who did Status Quo adventures (the overwhelming encounters still exist) and Tailored encounters (but they don't if your players wouldn't have fun facing them). [/QUOTE]
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