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Pathfinder: Encounter Design Simplified
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<blockquote data-quote="Wulf Ratbane" data-source="post: 4703534" data-attributes="member: 94"><p>Certainly so.</p><p></p><p></p><p></p><p>You can walk back through UK's process yourself if you like.</p><p></p><p>Start by deconstructing the fighter, since he has nothing going for him but that numerical d20 spine, and his feats. You can use this to "zero in" on the value of a feat (0.2 per feat)-- just keep in mind that not all feats are equal. Close enough is as close as you're going to get (but as close as you need to be).</p><p></p><p>Moving forward, terms like "feat-equivalent" have to be applied to class abilities and even spells, and here things start to feel a lot more arbitrary-- but still close enough to be predictive.</p><p></p><p>You don't need CR to predict the outcome of every thrust and parry. (It couldn't do it if you tried-- the game is far too varied and textured.) But it should provide at least a reasonable estimate of overall encounter difficulty and certainly avoid TPKs-- and for this it serves.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 4703534, member: 94"] Certainly so. You can walk back through UK's process yourself if you like. Start by deconstructing the fighter, since he has nothing going for him but that numerical d20 spine, and his feats. You can use this to "zero in" on the value of a feat (0.2 per feat)-- just keep in mind that not all feats are equal. Close enough is as close as you're going to get (but as close as you need to be). Moving forward, terms like "feat-equivalent" have to be applied to class abilities and even spells, and here things start to feel a lot more arbitrary-- but still close enough to be predictive. You don't need CR to predict the outcome of every thrust and parry. (It couldn't do it if you tried-- the game is far too varied and textured.) But it should provide at least a reasonable estimate of overall encounter difficulty and certainly avoid TPKs-- and for this it serves. [/QUOTE]
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