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<blockquote data-quote="Rel" data-source="post: 5470591" data-attributes="member: 99"><p>I've found that system of choice has some bearing on this. We're currently playing Savage Worlds and Savage Worlds has no particular "CR system" or anything similar. Instead it says that you should just put in whatever you feel is appropriate as the GM and the players can either handle it or not (which sounds pretty sandboxy to me!). It suggests that the players ought to have in mind that there will be challenges they cannot defeat (yet) and be considering in each battle whether they should retreat to fight another day.</p><p></p><p>One reason why I think that SW gets away with this concept is that there is less differentiation between a low and a high level character under that system than many others (including all versions of D&D). Also the rules for combat make it possible for the PC's to pretty much "nova" and use all their resources at once to survive a battle that is over their heads. At least they can if they haven't spent those resources already on earlier combats.</p><p></p><p>It's kind of liberating as a GM to be able to throw in whatever seems right without having to give tremendous though about whether the players can handle it. That's not to say that I toss dragons at them willy nilly or anything like that. But another advantage of SW is that there aren't a ton of stats. I can basically look at a monsters Parry, Toughness and Fighting and know right away whether the PC's stand a chance against it. After that it's a pretty easy call one way or the other.</p></blockquote><p></p>
[QUOTE="Rel, post: 5470591, member: 99"] I've found that system of choice has some bearing on this. We're currently playing Savage Worlds and Savage Worlds has no particular "CR system" or anything similar. Instead it says that you should just put in whatever you feel is appropriate as the GM and the players can either handle it or not (which sounds pretty sandboxy to me!). It suggests that the players ought to have in mind that there will be challenges they cannot defeat (yet) and be considering in each battle whether they should retreat to fight another day. One reason why I think that SW gets away with this concept is that there is less differentiation between a low and a high level character under that system than many others (including all versions of D&D). Also the rules for combat make it possible for the PC's to pretty much "nova" and use all their resources at once to survive a battle that is over their heads. At least they can if they haven't spent those resources already on earlier combats. It's kind of liberating as a GM to be able to throw in whatever seems right without having to give tremendous though about whether the players can handle it. That's not to say that I toss dragons at them willy nilly or anything like that. But another advantage of SW is that there aren't a ton of stats. I can basically look at a monsters Parry, Toughness and Fighting and know right away whether the PC's stand a chance against it. After that it's a pretty easy call one way or the other. [/QUOTE]
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