Upper_Krust
Legend
Hi Anubis mate! 
True indeed, and that is one option.
However, that doesn't address the one issue I still have a problem with.
Namely that by not factoring Ability Scores for characters but factoring them for monsters creates a flawed dichotomy in the mechanic. The results of which are that all the monster CRs are (approx.) 15% wrong.
The alternative is to not factor Ability Scores at all which just seems somehow 'wrong'. I mean say two deities each decide to create a servitor using the CR factors. Both players end up with a monster equal to a Pit Fiend except one has all 40s to ability scores and the other has all 20s, yet they both somehow have the same CR and cost the same amount of worsip points to create ~ it doesn't seem right to me.
It has been explained indirectly.
If you remember the CR/EL relationship table, every doubling of CR represents an EL increase of +4.
Therefore halving the CR represents a decrease of +4 EL.
A difference of +4 EL represents the difference between a moderate encounter (where the party should soundly win using 20-25% of its resources) and a difficult one (which is a 50/50 encounter).
I use the terminology to focus peoples attentions on the fact that at their actual CRs monsters are not meant to represent significant threats - but at the difficult rating they are.
Possibly.
I anticipate that characters would approximately gain +1 CR (for Ability Scores) with an additional +1 CR for every 10 levels (counting inherant bonuses and eventually epic feats).
I agree. The lower rated Pit Fiend is far more accurate provided we are not factoring ability scores for PCs.
You summed it up exactly!
It should.
But do we risk months of work on a hunch without testing it as best we can...? No, of course not. Thats why we are here.
It will almost certainly still work either way (my CR/EL relationship creates a very robust mechanic).
The problem is that one way (not counting Ability Scores) monster CRs just looks wrong.
The modifiers still work at low levels, but what they don't factor the fragility of very low level characters who are much more dependant on luck than relatively higher level characters.
Don't worry about the Divinity Templates they are perfect now. Though I have made a few changes recently like taking out the Inherant Bonuses to Ability Scores...though a deity can still gain them if they so wish - pun intended.
Certainly on the surface yes I agree with you. But I am just wary of ignoring such bonuses.

Anubis said:The thing is, UK, I have presented a middle-ground wherein you count any scores above and beyond the "normal" range in CR while ignoring anything within the "standard array". That is why I advocate adding racial modifiers to ability scores into CR.
True indeed, and that is one option.
However, that doesn't address the one issue I still have a problem with.
Namely that by not factoring Ability Scores for characters but factoring them for monsters creates a flawed dichotomy in the mechanic. The results of which are that all the monster CRs are (approx.) 15% wrong.
The alternative is to not factor Ability Scores at all which just seems somehow 'wrong'. I mean say two deities each decide to create a servitor using the CR factors. Both players end up with a monster equal to a Pit Fiend except one has all 40s to ability scores and the other has all 20s, yet they both somehow have the same CR and cost the same amount of worsip points to create ~ it doesn't seem right to me.
Anubis said:First, however, please explain your little weird ratings for CR where you mention one as (normal) and another as (difficult), as you just did with the Pit Fiend. That is nowhere in the rules, and you have not explained it in any way.
It has been explained indirectly.
If you remember the CR/EL relationship table, every doubling of CR represents an EL increase of +4.
Therefore halving the CR represents a decrease of +4 EL.
A difference of +4 EL represents the difference between a moderate encounter (where the party should soundly win using 20-25% of its resources) and a difficult one (which is a 50/50 encounter).
I use the terminology to focus peoples attentions on the fact that at their actual CRs monsters are not meant to represent significant threats - but at the difficult rating they are.
Anubis said:Beyond that, I would say that we can get away with taking ability scores out of the picture altogether. If anything, it'll lower most monster CRs while keeping PCs roughly the same.
Possibly.
Anubis said:At any given time in the first 40 levels, standard PCs won't get more than +3 for their ability scores, and even then it won't be until the higher levels anyway.
I anticipate that characters would approximately gain +1 CR (for Ability Scores) with an additional +1 CR for every 10 levels (counting inherant bonuses and eventually epic feats).
Anubis said:The system balances itself out, as I believe the lower-rated Pit Fiend you gave is far more accurate if not still overrated. I would rate Pit Fiends at CR 20-22 AT MOST for a "normal" encounter that takes 20% of the party's resources.
I agree. The lower rated Pit Fiend is far more accurate provided we are not factoring ability scores for PCs.
Anubis said:Anyway, it should work either way.
You summed it up exactly!
It should.
But do we risk months of work on a hunch without testing it as best we can...? No, of course not. Thats why we are here.
Anubis said:Count racial bonuses or don't count anything at all, I believe it still works in playtesting.
It will almost certainly still work either way (my CR/EL relationship creates a very robust mechanic).
The problem is that one way (not counting Ability Scores) monster CRs just looks wrong.
Anubis said:Counting the ability scores obviously does NOT work in playtesting at low levels, though, so it should be removed if you want a universal system. Just try it out in a game. Make some characters and run them against some beasties and check your results. I have. We can get away with not counting ability scores.
The modifiers still work at low levels, but what they don't factor the fragility of very low level characters who are much more dependant on luck than relatively higher level characters.
Anubis said:For divinity, simply put, just add the ability scores into the divinity templates and leave it at that, because those ARE pretty hefty bonuses. We ain't talking no 10 or 20 above the norm there, we're talking about 90 above the norm hahaha!
Don't worry about the Divinity Templates they are perfect now. Though I have made a few changes recently like taking out the Inherant Bonuses to Ability Scores...though a deity can still gain them if they so wish - pun intended.

Anubis said:Anyway, I don't think the numbers look weird at all. Well they may LOOK weird, but in playtesting, those numbers without the ability socres work just fine.
Certainly on the surface yes I agree with you. But I am just wary of ignoring such bonuses.