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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="Plane Sailing" data-source="post: 341203" data-attributes="member: 114"><p>I think that people are too quick to throw around "+2 CR", since that is a huge jump in capability. In most cases +1 CR would be appropriate for certain abilities.</p><p></p><p>The things I'm working on at the moment (inspired by Ryan, but following the plot of my earlier post) is a bunch of simple factors that reflect how a CR is made up.</p><p></p><p>I would include several potential -1's for vulnerabilities (e.g. turnable, double damage from something, can't attack flyers etc) since if the PC's have the means to take advantage of a vulnerability, they probably will and it will be less of a threat.</p><p></p><p>Then there are defensive benefits, with a range of +1's (e.g. incorporeal, Damage resistance, ultra high AC) and offensive benefits with a range of +1's (e.g. can cause massive damage check, has an attack which could take out a target instantly, has an area attack, can summon allies etc)</p><p></p><p>I'm anticipating that the base CR will be based on some fraction of HD as modified by creature type (which rolls up some of the basic immunities, BAB and benefits different creature types get)</p><p></p><p>(incidentally, I don't think "Undead" as such is a good category for assigning bonus CR - since zombies are undead but shouldn't be worth much extra... so they get the penalty of being turnable but no real benefits from their status. Wraiths, on the other hand, have a very real benefit of incorporeality, which I would want to take account of.)</p><p></p><p>More on the basics once I've run my initial ideas past a good chunk of the creatures in the Monster Manual.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 341203, member: 114"] I think that people are too quick to throw around "+2 CR", since that is a huge jump in capability. In most cases +1 CR would be appropriate for certain abilities. The things I'm working on at the moment (inspired by Ryan, but following the plot of my earlier post) is a bunch of simple factors that reflect how a CR is made up. I would include several potential -1's for vulnerabilities (e.g. turnable, double damage from something, can't attack flyers etc) since if the PC's have the means to take advantage of a vulnerability, they probably will and it will be less of a threat. Then there are defensive benefits, with a range of +1's (e.g. incorporeal, Damage resistance, ultra high AC) and offensive benefits with a range of +1's (e.g. can cause massive damage check, has an attack which could take out a target instantly, has an area attack, can summon allies etc) I'm anticipating that the base CR will be based on some fraction of HD as modified by creature type (which rolls up some of the basic immunities, BAB and benefits different creature types get) (incidentally, I don't think "Undead" as such is a good category for assigning bonus CR - since zombies are undead but shouldn't be worth much extra... so they get the penalty of being turnable but no real benefits from their status. Wraiths, on the other hand, have a very real benefit of incorporeality, which I would want to take account of.) More on the basics once I've run my initial ideas past a good chunk of the creatures in the Monster Manual. Cheers [/QUOTE]
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