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General Tabletop Discussion
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SKR's problem with certain high level encounters
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<blockquote data-quote="takyris" data-source="post: 333469" data-attributes="member: 5171"><p>As someone noted in a different thread, you also have to differentiate between what advantages merit an effective CR change, and what advantages don't.</p><p></p><p>Examples:</p><p></p><p>Party was formed as a theme party, all fighters and rogues. They run into a bunch of shadows. This should affect CR -- those shadows are much nastier against a fighter and rogue group than against a bunch of clerics.</p><p></p><p>Party is normal, but the cleric and paladin used all their turn-times per day a few battles back. They run into a bunch of shadows. This should not affect CR, unless you as the DM planned it specifically as a "down to the end of their resources" fight -- a fight when the party is out of spells, smites, stunning fists, and so forth. The tough thing about those fights is that they aren't really any more tough -- the party is just so far down that the 20% of the resources that get taken might be the last 20% they had.</p><p></p><p>Party is normal, but cleric and paladin decide to hold back their turning attempts in case they need them later. Party is all but wiped out because of this. This does NOT affect CR. Environmental factors (ambushes, default party makeup, favorable environment for enemy) change the CR. Player choice does not. The players CHOSE to not use their turning powers. So they get normal xp only.</p><p></p><p>Party is normal, but the paladin blows his turn check, and the cleric gets hit by a pair of shadows in the first round of combat and, due to really good enemy rolls, is shadowized. The party barely survives, due mostly to really bad rolls. This does not affect the CR. Bad rolls do not mean more experience, any more than good rolls should get you less.</p><p></p><p>That all ought to be taken into account.</p><p></p><p>-Tacky</p></blockquote><p></p>
[QUOTE="takyris, post: 333469, member: 5171"] As someone noted in a different thread, you also have to differentiate between what advantages merit an effective CR change, and what advantages don't. Examples: Party was formed as a theme party, all fighters and rogues. They run into a bunch of shadows. This should affect CR -- those shadows are much nastier against a fighter and rogue group than against a bunch of clerics. Party is normal, but the cleric and paladin used all their turn-times per day a few battles back. They run into a bunch of shadows. This should not affect CR, unless you as the DM planned it specifically as a "down to the end of their resources" fight -- a fight when the party is out of spells, smites, stunning fists, and so forth. The tough thing about those fights is that they aren't really any more tough -- the party is just so far down that the 20% of the resources that get taken might be the last 20% they had. Party is normal, but cleric and paladin decide to hold back their turning attempts in case they need them later. Party is all but wiped out because of this. This does NOT affect CR. Environmental factors (ambushes, default party makeup, favorable environment for enemy) change the CR. Player choice does not. The players CHOSE to not use their turning powers. So they get normal xp only. Party is normal, but the paladin blows his turn check, and the cleric gets hit by a pair of shadows in the first round of combat and, due to really good enemy rolls, is shadowized. The party barely survives, due mostly to really bad rolls. This does not affect the CR. Bad rolls do not mean more experience, any more than good rolls should get you less. That all ought to be taken into account. -Tacky [/QUOTE]
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SKR's problem with certain high level encounters
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