Odhanan
Adventurer
I'm with Windjammer on this. If people have so many issues with the Allip or Rust Monster, no one stops them from selecting other monsters to build their adventure with. Another possibility would be to make a "touch of insanity" and "temporary" sunderings OPTIONS for the DM to use, or not, as he/she pleases, rather than make them the baseline of player expectations.Bringing monsters more in line with their CR (as was done with the allip) is also a way that the PFRPG is addressing concerns about the 15 minute adventuring day.
A CR 3 encounter shouldn't leave a group of 3rd level characters ruined. It should be one of many encounters they can handle in a day. As a result, what might look at first like a complete nerf to a monster in fact means that the PCs will be able to handle more level-appropriate encounters in a day, and thus won't be forced to run home and rest after each room in the dungeon.
This just doesn't make sense. Since when did retiring more and more tactical options make a strategy game more interesting to play? By nerfing monsters, smoothing everything out, what the design does in fact is catter to expectations instead of stimulate players to come up with inventive problem-solving.
Fleeing/Avoiding/Distracting/Tricking monsters becomes moot because 'the party should be able to take any monster of that CR range'. "If we can't kill it it's too tough for this game." Err... what? That's all this game is tactically about for you guys?
I also do agree with Windjammer's analysis that this design evolution, bottom line, can be traced back to the Organized Play game style. He said pretty much everything I would have said on that topic.
I too am very surprised to see Pathfinder going down that road, or seemingly so.
This is not a good thing.

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