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<blockquote data-quote="Sashi" data-source="post: 4300092" data-attributes="member: 61842"><p>Not to sound offensive, but is this even a problem, then? 3E was exceptionally explicit about how you could change monster AC and damage (take a CR 7 Hill Giant with Hide Armor and a -1 DEX, replace the hide armor with full plate, now he's got AC 35 instead of 30 ... how do you adjust the CR?). The 3E system of "here are some hard and fast rules for advancement, and it's possible to min/max them to the point that you can easily TPK your party" just doesn't work. It's not how the monsters in the MM were actually created (Monte Cook has been quoted as saying that the MM monsters and DMG magic items were basically created by guessing on values, playtesting, and then guessing some more). It's patently false to claim that adding 4 giant hit dice (4d8+con, +3 BAB, 1 feat, +saves, +stat bump) is even close to being the same CR increase as 1 level of fighter (1d10+con, +1 BAB, 1 feat, +2 fort) and yet the 3E rules do exactly that and then rely on you to call BS on the "hard and fast rules" and make something that makes sense by randomly guessing what it should be from the stats of other monsters.</p><p></p><p>So now that I've finished ragging on 3E, I'm contractually obliged to point out the superiority of 4E by noting that there are some nice, explicit rules for how to make monsters with all the numbers appropriate for the level you want. This is like making spaghetti by pushing a button on a box and *ding* perfectly cooked spaghetti pops out. The trick then is to season to taste, since tastes differ and seasonings can get very complex and layered there aren't hard and fast rules.</p></blockquote><p></p>
[QUOTE="Sashi, post: 4300092, member: 61842"] Not to sound offensive, but is this even a problem, then? 3E was exceptionally explicit about how you could change monster AC and damage (take a CR 7 Hill Giant with Hide Armor and a -1 DEX, replace the hide armor with full plate, now he's got AC 35 instead of 30 ... how do you adjust the CR?). The 3E system of "here are some hard and fast rules for advancement, and it's possible to min/max them to the point that you can easily TPK your party" just doesn't work. It's not how the monsters in the MM were actually created (Monte Cook has been quoted as saying that the MM monsters and DMG magic items were basically created by guessing on values, playtesting, and then guessing some more). It's patently false to claim that adding 4 giant hit dice (4d8+con, +3 BAB, 1 feat, +saves, +stat bump) is even close to being the same CR increase as 1 level of fighter (1d10+con, +1 BAB, 1 feat, +2 fort) and yet the 3E rules do exactly that and then rely on you to call BS on the "hard and fast rules" and make something that makes sense by randomly guessing what it should be from the stats of other monsters. So now that I've finished ragging on 3E, I'm contractually obliged to point out the superiority of 4E by noting that there are some nice, explicit rules for how to make monsters with all the numbers appropriate for the level you want. This is like making spaghetti by pushing a button on a box and *ding* perfectly cooked spaghetti pops out. The trick then is to season to taste, since tastes differ and seasonings can get very complex and layered there aren't hard and fast rules. [/QUOTE]
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