The problem isn't the monster, it's the CR system
Howdy folks.
Putting the effigy aside, I think this thread generated far more interest when it began to reevaluate how "Challenge Ratings" work.
Monte Cook and Sean K. Reynolds both speak of the "iconic" characters (the statistics of the exampled characters from the Player's Handbook). They tell us that the Challenge Ratings of monsters are based on the "non-tweaked" (read: non-optimized) statistics of these iconic characters. Monte Cook even goes on to admit that when "optimized" characters *are* played by people, which clearly outshine the iconic characters, then Challenge Ratings become less effective, scaling down proportionately.
Monte at Home said:
So then, as long as all CRs are based on those same iconics, you'll get a consistent baseline. If your group has optimized characters with all the feats from the splatbooks, the CR to party level won't be 1 = 1, but it will be consistent. 1 = 1.5 or whatever. That's the whole point of the system.
Since the iconics statistics are publicly available, there's no reason why every publisher can't adhere to this baseline if they want to (obviously, it's their choice).
First of all, you don't need the "splatbooks", as Monte puts it, to make characters that are more optimized than the iconic characters.
Second of all... I have to ask Monte a serious question.
Did you (and all the other designers) really think that player's "wouldn't" optimize their characters? I mean come on, I love role-playing and make a point of not *tweaking out* my characters, but I'd be lying if I didn't admit to being guilty of it now and then. And if I'm only "a little" guilty of optimizing my characters, then obviously some people are going to be much more guilty of it than me (the majority of people, I suspect, who play Dungeons and Dragons to become truly heroic characters worthy of the fantasy genre, rather than a realistic character in a fantasy book, as I tend to play).
If you're going to design a game system with maximum appeal and functionality, you have to design it with *everybody* in mind.
That said, rather than defending a system based on arbitrarily designed "iconic" characters, which makes the game designer's job infinitely easier, ignoring the potential complexity of different role-playing styles (tweaked-out versus non-tweaked characters), why not suck up their game designing pride and admit that the current Challenge Rating system lacks the same diversity that defines the rest of Dungeons and Dragons?
To explain, I strongly suspect that Monte Cook (and all the other designers) based the Challenge Rating system on a group of "iconic" characters to create a "point of reference" for themselves. That's great. I can even understand why they did it. By creating a point of reference for themselves they eliminated the random element of individual role-playing styles (tweaked-out versus non-tweaked characters), and made their job far more manageable.
The problem is, while they were busy creating a simple Challenge Rating system, based on "singular archetypes" (the iconic characters) they were diversifying the rest of 3rd edition Dungeons and Dragons to account for diverse role-playing styles. These two approaches to game design are clearly incongruous with each other.
I think RyanD has the right idea.
By creating "Challenge Rating Factors" (a significant list of abilities with their appropriate Challenge Rating modifiers) you can create a Challenge Rating system that scales with "individual" parties (rather than just the "iconics"). This will involve more design work, but once that work is done, such a system will be a snap to implement.
Alternatively I even think Upper_Krust had some really good suggestions too.
To see Upper Krust's idea for yourself, use the link he provided (below) and download issue #6 of Asgard. The article is called "Challenging Challenge Ratings" on page 29.
http://www.d20reviews.com/Natural20/asgard.html
Here is Ryan S. Dancey's original post as well. It bears reading again if you overlooked it the first time.
RyanD said:
Fundamentally, the problem with higher level D&D play is that the one-size-fits-all CR system doesn't work.
Example: A 20th level Commonor, a 20th level Wizard and the Terrasque are all the same CR. Which would you rather fight?
My suggestion: The CR system needs to be reworked from the ground up to provide "CR Factors". A "CR Factor" might be something like "Undead +2CR". Each monster would list all the "CR Factors" that apply to it. Common CR Factors might include a function based on hit dice, Flying, Incorporeality, various levels of spellcasting power, extraordinary equipment, etc.
Then the DM would use those CR factors to determine which were relevant to his or her gaming group. The Undead CR Factor is a much bigger deal if the party doesn't have any Clerics, for example. Using CR Factors, the DM can calculate the correct CR for an individual Party.
Something similar to this was tried by TSR in 2nd Edition near the end of the development cycle. By then, the factors used to calculate a monster's XP award consisted of several hundred discrete options - so many that it became virtually impossible to figure out a correct XP award without computerized assistance. The problem with the old 2E XP system of course was that the XP awards didn't change vs. character (or party) level.
The beauty of "CR Factors" is that while you could have a pretty long list of defined Factors, designers would just check them off when listing the CR Factors for any given opponent. The process could be reduced to a simple web form or excel spreadsheet macro.
Of course, the problem with this system is that it makes creating one-size-fits-all dungeon encounters for printed modules very difficult(*). Since no two parties will likely face any given encounter at the same CR, a designer would need to include explicit instructions for scaling the CR of each monster up or down as necessary to hit the target EL. (Or the EL target could be abandoned, and the DM could recalculate the "true" EL based on the "true" CRs of the opponents faced - allowing the EL/XP system to flex the reward up or down as the challenge level goes up or down).
Ryan
(*) Actually, it reveals something that DMs with higher level PCs already know - D&D's stock XP award system breaks down and stops being useful at about 10th level, and from that point onward requires constant hand-adjustment by the DM to keep the game running smoothly.