buzz said:Like any sort of experimentation, you typically need a "control." Assuming the same default party composition that the core CR system assumes is a developer's control. Start deviating from that and you introduce a whole cascade of issues that need to be dealt with.
On top of that, you then need to inform the end user that the creature was balanced with that alt.party composition in mind, which then means that some DM has to compensate (in reverse, sorta) to adapt it for use with his Ftr/Rog/Wiz/Clr party.
IMO, fiddling with the encounter to adapt to a "non-standard" party is your local DM's job, not the developers'.
Well, I believe the CR system assumes that basic party composition. For the assigned CR rating to have any meaning, some defaults need to exist. I think it's far more sensible to keep products oriented towards a baselnie, and then provide guidance on how to deviate. E.g., the examples of alternate party compositions in PHB2 are essentially showing you how to drop core class roless and still keep pace with ELs.Rodrigo Istalindir said:I don't dispute the need to shoot for a median group.
I don't think that this necessarily follows. Your first sentence is making an assumption, upon which you're basing an even bigger assumption in the next sentence. I think it would be far more difficult, for instance, to "adapt" the game if every product--or even every mechanical tidbit--was making different assumptions about how the game is being run.Rodrigo Istalindir said:It also makes adapting the game to a DMs individual style more difficult. That in turn pushes people to alternative rule sets (True 20, Grim Tales) or campaign settings (Midnight, Oathbound) that you (meaning WotC) don't make.
That doesn't follow logically at all. If you know what to expect from the baseline, you can go off in your own directions more easily. Having weirdo outlyer monster types means the process takes longer and is harder.Rodrigo Istalindir said:It also makes adapting the game to a DMs individual style more difficult. That in turn pushes people to alternative rule sets (True 20, Grim Tales) or campaign settings (Midnight, Oathbound) that you (meaning WotC) don't make.
I meant that in the non-techical sense.BluSponge said:And they didn't have thief abilities, so they couldn't technically backstab you.
Beholders are just plane weird. None of the others seem like random collections of abilities. Demons, Devils, etc. on the other hand...Please say you have the same problem with beholders, remorhazi, lurker aboves, trappers, mimics, piercers...I could go on.
Me said:It also makes adapting the game to a DMs individual style more difficult. That in turn pushes people to alternative rule sets (True 20, Grim Tales) or campaign settings (Midnight, Oathbound) that you (meaning WotC) don't make.
Glyfair said:Beholders are just plane weird. None of the others seem like random collections of abilities. Demons, Devils, etc. on the other hand...
Mercule said:The reasoning was that they don't have time to use them all in a combat, anyway.
That's just a bad decision, IMO.