Immortal's Handbook CR/EL Rules: Don't Count Ability Scores (Proof Positive Inside!)

Why is it that I have no problem imagining Anubis sitting alone in his room rolling up thousands of characters and running mock combats? Yeah, I did that too, when I was ten (Anubis wasn't born yet)-- I've since moved on to being a professional game designer and actually playing on a regular basis with real people who enjoy my company.

If you can stand to wade through Anubis' ranting, he raises some valid concerns.

Let's see if we can all get on the same page here.

Start with a baseline for ability scores-- I don't care what you want. Personally, I like Elite Array (15, 14, 13, 12, 10, 8). You may prefer 4d6. Whatever your baseline, that's "FREE."

Ideally, you should find that a party of 4 PCs is "moderately challenged" (EL-4 in UK system, EL = Character Level in SRD system) by the same things that the Core rules say are moderately challenging. If you're coming up with any result other than that, there's a problem in the CR ratings.

Anubis should also try running his Trog Zombie combat again under these conditions:

Don't count ability scores-- fine. But add the template of his choice that results in +1 to +2 CR (the same difference as "counting ability scores"). Unless the templates are inordinately combat-loaded (meaning, these are standard templates with ability score increases, darkvision or other abilities, some DR, some skill points, a feat or two, etc.-- like an aasimar or tielfing) he should get the same "catastrophic" results as before.

Sitting in your room running combats doesn't account for the intelligence of players. At some point, realizing their weapons are not working on the zombies, Mialee will whip out her long sword, Lidda will dig out her greek fire, and Jozan will use cure light wounds to damage them. If all else fails, the party has to flee. Sometimes, even when the CRs match up, extenuating circumstances make for an uneven matchup, and you have to regroup.

This, of course, assumes that Anubis can find players who are more intelligent than him, and willing to abide his company.

Although not a valid proof against ability scores, his Trog combat shows a couple of things:

1) Fractional CRs do not "add up" the same way that CR1 and above "add up." In the core rules, for example, we know that doubling the number of creatures = +2 EL. This is not the case with creatures of fractional CR, however. With fractional CRs, you must first make it to EL1 before you can use this rule-- 2 creatures at CR1/2 = CR1, NOT CR 2 1/2. (Don't have my DMG with me, correct me if I am wrong.)

For any creature whose base CR is less than 1, this is an issue.

2) Trog Zombies are undercosted. Since they are CR1 in SRD, they should be CR1.5 in UK. Any other result means that they will not prove to be a "moderate" encounter in the correct numbers. Anubis has a very valid point that a creature's reductions to CR should probably not allow it to dip below it's CR based on HD alone. I am sure there are exceptions to this rule (a big Gas Spore or something with no means of attack or movement but a lot of hit points is probably not equal to its HD) but it is worth taking a look at.


Wulf
 

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Wulf Ratbane said:
1) Fractional CRs do not "add up" the same way that CR1 and above "add up." In the core rules, for example, we know that doubling the number of creatures = +2 EL. This is not the case with creatures of fractional CR, however. With fractional CRs, you must first make it to EL1 before you can use this rule-- 2 creatures at CR1/2 = CR1, NOT CR 2 1/2. (Don't have my DMG with me, correct me if I am wrong.)

I took advantage of my lunch break to check the rulebook on fractional CR. (I am speaking solely in SRD mode here.)

As I suspected, in that case of fractional CRs, you have to hit CR1 with "units" of creatures before you can use the normal additive property of creatures (# creatures x2 = EL +2).

Take a creature that is CR 1/8.

Using the normal additive property we would get:

1 creature = CR 1/8
2 creatures = EL 2 1/8
4 creatures = EL 4 1/8
8 creatures = EL 6 1/8.

Obviously, that is not the case. In fact,

8 creatures = EL 1.

In the SRD system, this means that 8 creatures @ CR1/8 is a moderate encounter for four 1st level PCs.

Here is where the problem arises in UK's system:

A group of four 1st level PCs is EL 5 (CR 1 x 4 = CR 4 = EL 9, adjusted EL 5).

Therefore, a moderate encounter for these PCs is EL 1 (party EL -4). That could be a single CR1 creature. But what about our CR 1/8 creatures?

1 creature = CR 1/8
8 creatures = CR 1, EL 1, but adjusted EL for # combatants = EL -4. (8 combatants = EL -5).

With fractional CRs, because of the relationship between EL and # of combatants, it becomes very difficult to build a balanced encounter using the existing CR to EL calculation.

The solution, I believe, is that when you are working with fractional CR's, you have to work with "units" of creatures who total CR1. Thus, if you have creatures that are CR1/8, 8 of them count as one "combatant," 16 of them count as two "combatants," and so forth.

You can still use the calculation method presented in UKs system, you just have to count "units" as individual combatants.

So, 40 creatures that are CR1/8 = CR5, EL10, adjusted EL 6 (use the entry for 5 "combatants" at EL -4, do NOT use the entry for 40 "combatants" which would be EL -10, adjusted EL 0!)

For what it's worth, this would be one reason to drop the "CR2/3" entry entirely. You will note that there are no core creatures who are "2" over anything-- they are all 1/xth fractions, where X is the number of creatures you have to have to equal 1 "unit" of CR1.

Does that mean that for a CR 2/3 creature, every three creatures are CR2? And that the base "unit" for # combatants is 3?

Thus, in the case of Trog Zombies at CR 2/3, we know that 3 of them are CR2, EL 5, adjusted EL = 5 (because 3 zombies make a unit of "1" creature, there is no further EL adjustment).

Three Trog Zombies at CR 2/3 should be a DIFFICULT encounter (50/50 survival) for a party of four 1st level PCs (whose own EL = 5).

Final EDIT: Which is not to say that a Trog Zombie at 2/3 is not still severely undercosted. They should be CR 1.5, in which case 2 zombies = CR 3, EL 7, adjusted EL 5. Just two zombies should prove DIFFICULT to a 1st level party, and MODERATE for a 2nd level party (CR 8, adjusted EL 9).

And we have Anubis to thank for bringing this to our attention. When God gives you lemons... you know...

Wulf
 
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Anubis said:
By example, I mean give me a clear-cut example...


No one's doing this, because everyone's talking at cross purposes: two camps: count/don't count.

Camp Count refers to actual ability scores.

Camp Don't Count refers to potential ability scores.

The two camps can't offer each other examples.
 

jessemock said:
The two camps can't offer each other examples.

I use the Elite Array (15/14/13/12/10/8) as my baseline "freebie" for Ability Scores, which you can build with a 26-point buy (considered low by most, but "standard" by the core designers).

(Part of the outrage in the "don't count!" camp probably arises from the assumption that those of us who want to count them consider straight 10.5's to be the default for characters-- I don't. I consider what the core designers consider to be the default-- ie, 26 point buy or the elite array.)

Fighter with 17/15/16/13/14/11 = CR 2 + CR 1.4 = CR 3.4

Cleric of PELOR with 14/11/13/13/16/14 = CR 2 + CR 0.9 = CR 2.9

Wizard with 12/12/15/16/11/10 = CR 2 + CR 0.4 = CR 2.4

Rogue with 15/16/15/12/10/14 = CR 2 + CR 1.0 = CR 3.0

Total party CR = 11.7, EL 14-15, adjusted EL 10-11.

A Moderate encounter for this group would therefore be EL 6-7.

If the Trog Zombie is CR 2/3, that means 6 zombies = CR 4, EL 9, adjusted EL 7. (6 zombies = 2 "units" of combatants of 3 zombies each.)

If the Trog Zombie is CR 1.5, 4 zombies = CR 6, EL 11, adjusted EL 7.

The aforementioned party should be able to handle somewhere between 4 and 6 zombies, depending on how you round off their CR 11.7, and whether you count the zombies as 2/3 or 1.5.

Those paying attention may want to note that even if you don't count ability scores, the above party is EL9. A slight uptick in ability scores for a difference of 1 or 2 EL, give or take. And that's at low levels, when ability scores count the MOST.

Wulf
 
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Point is: as soon as you say 'I use x for ability scores', it's all out the window: potentiality has resolved into actuality. You can just look at the scores and see if someone has a genuine advantage.

Anubis wants a general principle to be applied to all possible means of generating scores--has to remain potential. This is why counter-examples to his argument don't really exist: as long as the possibility remains for an over-rating by counting scores (which no counter-example can eliminate) his general principle would remain valid.

Problem is: the scores will always become actual. It will always be the case that you can look at the actual stats.

For general production of monster CRs then, stats shouldn't count, but for the balancing of CRs against actual PCs, they should.

In other words, CR should be determined as if the PCs have only possible stats and then the final encounter level should be adjusted for the actual stats.
 

I rather think the point is to generate a CR/EL that serves as a guideline for the majority of cases.

CR is a fixed value, and it is fixed according to the "average" baseline; EL is relative, and it can vary up or down based on many factors, not the least of which is whether or not the PCs ability scores fall outside the "average" range upon which CR is predicated.


Wulf
 

Hi Wulf mate! :)

Interesting idea about the fractional CRs. Though I designed the system so that they would not need special treatment, but rather simply be lower numbers. However I will look into the matter.

The Zombie Troglodyte is definately wrong (so I guess kudos to Anubis for spotting that); and has also made me re-examine Undead in general.

I think that their Hit Dice may be fractionally off (I may have round down too far) and that definately the weakness of being Turned should only be -1 at best (rather than -1.5).

With these changes in place the Zombie Trog is hovering in around +1.4 (rounding down to CR 1.25). But I am not yet totally satisfied and I don't want to update all the Undead CRs (again) and then find something else to tweak.
 

Upper_Krust said:
Hi Wulf mate! :)

Interesting idea about the fractional CRs. Though I designed the system so that they would not need special treatment, but rather simply be lower numbers. However I will look into the matter.

Cool. I think I have the solution above, but it is interesting to note, even in the SRD version, they do not scale according to the normal "rules" (x2 creatures = +2 EL).

And I don't think the DMG really calls out that distinction, either.


Wulf
 

Wulf Ratbane said:
I rather think the point is to generate a CR/EL that serves as a guideline for the majority of cases.

CR is a fixed value, and it is fixed according to the "average" baseline; EL is relative, and it can vary up or down based on many factors, not the least of which is whether or not the PCs ability scores fall outside the "average" range upon which CR is predicated.

Right. The only thing is that "the majority of cases", in this case, can't really be determined.

The EL adjustment for PCs ability scores should be relative to the campaign. PC scores shouldn't count for determing CR, where 1 CR=1 level.
 

jessemock said:
Right. The only thing is that "the majority of cases", in this case, can't really be determined.

On the contrary, you can know with absolute certainty what an Orc's CR is, in every case.

What that CR "means" is that the orc poses a certain level of difficulty against a typical party.

And the core designers are, in fact, very specific about what they consider a typical party. It's a very thoroughly tested design.

Any deviation from the typical party means that EL (which is the relationship between party CR and monster CR) will change, higher or lower.

Wulf
 

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