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*Dungeons & Dragons
last encounter was totally one-sided
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<blockquote data-quote="hawkeyefan" data-source="post: 6955936" data-attributes="member: 6785785"><p>I am not near my books, but I'm reasonably sure that this is mentioned in the books. I don't know if it's made abundantly clear or anything, but I think it's mentioned that the default assumptions don't include the use of feats and multi-classing. </p><p></p><p>Feats and multi-classing are optional rules, that is made clear. I think many long time players are so used to those options being baked right into the game that this is often overlooked. But those are the areas that most allow for "breaking" the system. I think the degree of effect this will have on the game will vary greatly depending on how the players view the game and their play style. </p><p></p><p></p><p></p><p>I wasn't implying that you were attempting to trick me, just that I found it a bit tricky to answer. I wasn't trying to dodge the question. </p><p></p><p>Mechanical issues will vary by group, so adjustments to correct them will also vary. </p><p></p><p></p><p></p><p>Again, I'm away from my books, but the later part of the DMG has a whole section on how to create new monsters, or how to modify existing monsters, or how to use full PC stats for NPCs. Things like that. </p><p></p><p>I have a group of villains in my campaign that I created using the PC creation rules. They're an important group and I wanted to make sure they were dangerous and capable. I think that's one route that folks who find PCs are overpowered can use...create a rival group of adventurers to serve as villains. </p><p></p><p></p><p></p><p>Sure! I just wanted to disclose that as I have not once calculated my encounters using the system to get a rating of "Deadly" or "Easy" or what have you. I just feel comfortable enough with encounter design on my own to gauge things myself. I also think that because it's imperfect, it would be easy to get false expectations. Which is a big part of the issue with the scenario described in [MENTION=12731]CapnZapp[/MENTION]'s OP. This was a supposedly 4x deadly encounter, I believe he said....yet it played out like an Easy encounter. </p><p></p><p>I dont think the CR system factors too strongly how an encounter is played. The guidelines mention shifting the ranking in one direction or another based on prevailing conditions ("shift encounter one step easier if conditions favor the PCs" and the like), but those are so subjective that they're hard to use as a baseline.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 6955936, member: 6785785"] I am not near my books, but I'm reasonably sure that this is mentioned in the books. I don't know if it's made abundantly clear or anything, but I think it's mentioned that the default assumptions don't include the use of feats and multi-classing. Feats and multi-classing are optional rules, that is made clear. I think many long time players are so used to those options being baked right into the game that this is often overlooked. But those are the areas that most allow for "breaking" the system. I think the degree of effect this will have on the game will vary greatly depending on how the players view the game and their play style. I wasn't implying that you were attempting to trick me, just that I found it a bit tricky to answer. I wasn't trying to dodge the question. Mechanical issues will vary by group, so adjustments to correct them will also vary. Again, I'm away from my books, but the later part of the DMG has a whole section on how to create new monsters, or how to modify existing monsters, or how to use full PC stats for NPCs. Things like that. I have a group of villains in my campaign that I created using the PC creation rules. They're an important group and I wanted to make sure they were dangerous and capable. I think that's one route that folks who find PCs are overpowered can use...create a rival group of adventurers to serve as villains. Sure! I just wanted to disclose that as I have not once calculated my encounters using the system to get a rating of "Deadly" or "Easy" or what have you. I just feel comfortable enough with encounter design on my own to gauge things myself. I also think that because it's imperfect, it would be easy to get false expectations. Which is a big part of the issue with the scenario described in [MENTION=12731]CapnZapp[/MENTION]'s OP. This was a supposedly 4x deadly encounter, I believe he said....yet it played out like an Easy encounter. I dont think the CR system factors too strongly how an encounter is played. The guidelines mention shifting the ranking in one direction or another based on prevailing conditions ("shift encounter one step easier if conditions favor the PCs" and the like), but those are so subjective that they're hard to use as a baseline. [/QUOTE]
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last encounter was totally one-sided
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