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SKR's problem with certain high level encounters
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<blockquote data-quote="Plane Sailing" data-source="post: 331869" data-attributes="member: 114"><p>I agree that some simple help in guestimating CR adjustments would probably be beneficial.</p><p></p><p>One of the issues that comes up in my campaign a lot is the CR of undead, which are typically undervalued for my party which doesn't have a cleric. With turning available a group of 12 shadows is a nuisance, without turning available they are a fearsome challenge to a 7th level party.</p><p></p><p>It would be interesting to break down CR in the same way that AC is broken down... AC 19 (-1 size, +2 Dex, +3 natural, +5 chainmail). Of course it isn't that simple, since CR is a multi-variant thing, but taking an example that gets mentioned a lot:</p><p></p><p>Remorhaz. CR 7 (base 6*, +1 damage, +1 ambush, -1 no ranged).</p><p></p><p>People have commented on how a remorhaz is very likely to kill at least one party member, especially if it ambushes (which is its modus operandii). Others have counter-commented that it is slow and can't respond to ranged attacks. This kind of breakdown for the Remorhaz might allow a DM deciding whether to use it what the relative threat is for his party. "Ah, they can all fly, so I can use it as-is" or "hmmm, nobody flies, it is a party of dwarfs with no missile weapons, so knock out that mitigating factor and recognise that it is as risky as a CR8 creature for my players".</p><p></p><p>Off the top of my head I can't think of a complete list of suitable modifiers, but ones which I might want to include (since they dramatically affect the chance of killing party members)</p><p></p><p>+1 Undead (to allow for easy adjustments when Clerics present)</p><p>+1 Mobility (flying/incorporeal creatures are tougher)</p><p>+1 Massive damage/death (creatures that could kill someone in one round with their attacks, or creatures with death attacks)</p><p>+1 Area attack ability</p><p></p><p>-1 well-known vulnerabilities</p><p>-1 no ranged attacks or mitigating mobility</p><p></p><p>Some undead may be tougher than others and rate a higher bonus; please bear in mind that I'm not proposing an *actual* system, but thinking aloud about the way that I could envisage a system working.</p><p></p><p>Cheers</p><p></p><p>* HD/2 or whatever, I don't care for this example)</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 331869, member: 114"] I agree that some simple help in guestimating CR adjustments would probably be beneficial. One of the issues that comes up in my campaign a lot is the CR of undead, which are typically undervalued for my party which doesn't have a cleric. With turning available a group of 12 shadows is a nuisance, without turning available they are a fearsome challenge to a 7th level party. It would be interesting to break down CR in the same way that AC is broken down... AC 19 (-1 size, +2 Dex, +3 natural, +5 chainmail). Of course it isn't that simple, since CR is a multi-variant thing, but taking an example that gets mentioned a lot: Remorhaz. CR 7 (base 6*, +1 damage, +1 ambush, -1 no ranged). People have commented on how a remorhaz is very likely to kill at least one party member, especially if it ambushes (which is its modus operandii). Others have counter-commented that it is slow and can't respond to ranged attacks. This kind of breakdown for the Remorhaz might allow a DM deciding whether to use it what the relative threat is for his party. "Ah, they can all fly, so I can use it as-is" or "hmmm, nobody flies, it is a party of dwarfs with no missile weapons, so knock out that mitigating factor and recognise that it is as risky as a CR8 creature for my players". Off the top of my head I can't think of a complete list of suitable modifiers, but ones which I might want to include (since they dramatically affect the chance of killing party members) +1 Undead (to allow for easy adjustments when Clerics present) +1 Mobility (flying/incorporeal creatures are tougher) +1 Massive damage/death (creatures that could kill someone in one round with their attacks, or creatures with death attacks) +1 Area attack ability -1 well-known vulnerabilities -1 no ranged attacks or mitigating mobility Some undead may be tougher than others and rate a higher bonus; please bear in mind that I'm not proposing an *actual* system, but thinking aloud about the way that I could envisage a system working. Cheers * HD/2 or whatever, I don't care for this example) [/QUOTE]
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