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Pathfinder: Encounter Design Simplified
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<blockquote data-quote="Gailbraithe" data-source="post: 4416109" data-attributes="member: 39048"><p>That's what players are for!</p><p></p><p>No, but seriously, I've been thinking about this. Look at the Hazards in <em>Tome of Horror</em>. These are non-creatures/terrain features with CRs. Most of them are basically "Anything within 30' must Save or be affected by effect."</p><p></p><p>CR 1/4 - DC 15 Save, 1d6 damage, once, targets single square</p><p>CR 1 - DC 15 Save, 2d6 damage, once, targets single square</p><p>CR 2 - DC 15 Save, 3d6 damage, once, targets single square</p><p>CR 2 - DC 12 Save, sleep effect, delayed suffocation effect, continuous, 10' radius</p><p>CR 3 - DC 15 Save, fear effect (1d6 rounds), continuous, 30' radius</p><p>CR 5 - object contact, DC 15 Spot or 4d6 hour delay then 2d6 CON damage/round til dead <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p>CR 6 - Spot DC 25, Poison DC 15 Save 2d6 Con/2d6 Con, rise as vegepygmy </p><p></p><p>Then look at the DMG, which rates Cave-Ins as a CR 8 challenge. </p><p>Under collapsed area: 8d6 damage, DC 15 Reflex for half, character is buried.</p><p>In slide zone: 3d6 damage, DC 15 Reflex for none, failed save means character is buried.</p><p>buried: 1d6 nonlethal/minute til unconscious, then DC 15 Con check or 1d6/minute til dead</p><p></p><p>There ought to be some sort of discernible pattern to all this nonsense that could be used to generate CRs for terrain effects -- which really just amount to skill checks, saves, and penalizing effects -- which could then be used in Wulf's system.</p><p></p><p>Under the original 3.5 system, it's hard to take a terrain effect like slippery ice into account in a battle between several adventurers of mixed levels, and several creatures, especially when the terrain effect is CR 2 and the creatures are (4, 7, 8) while the players are (5, 7, 7, 9). Wulf's system could account for it easily.</p></blockquote><p></p>
[QUOTE="Gailbraithe, post: 4416109, member: 39048"] That's what players are for! No, but seriously, I've been thinking about this. Look at the Hazards in [I]Tome of Horror[/I]. These are non-creatures/terrain features with CRs. Most of them are basically "Anything within 30' must Save or be affected by effect." CR 1/4 - DC 15 Save, 1d6 damage, once, targets single square CR 1 - DC 15 Save, 2d6 damage, once, targets single square CR 2 - DC 15 Save, 3d6 damage, once, targets single square CR 2 - DC 12 Save, sleep effect, delayed suffocation effect, continuous, 10' radius CR 3 - DC 15 Save, fear effect (1d6 rounds), continuous, 30' radius CR 5 - object contact, DC 15 Spot or 4d6 hour delay then 2d6 CON damage/round til dead :confused: CR 6 - Spot DC 25, Poison DC 15 Save 2d6 Con/2d6 Con, rise as vegepygmy Then look at the DMG, which rates Cave-Ins as a CR 8 challenge. Under collapsed area: 8d6 damage, DC 15 Reflex for half, character is buried. In slide zone: 3d6 damage, DC 15 Reflex for none, failed save means character is buried. buried: 1d6 nonlethal/minute til unconscious, then DC 15 Con check or 1d6/minute til dead There ought to be some sort of discernible pattern to all this nonsense that could be used to generate CRs for terrain effects -- which really just amount to skill checks, saves, and penalizing effects -- which could then be used in Wulf's system. Under the original 3.5 system, it's hard to take a terrain effect like slippery ice into account in a battle between several adventurers of mixed levels, and several creatures, especially when the terrain effect is CR 2 and the creatures are (4, 7, 8) while the players are (5, 7, 7, 9). Wulf's system could account for it easily. [/QUOTE]
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