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Community
General Tabletop Discussion
*TTRPGs General
Tactical Modifiers to CR?
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<blockquote data-quote="Nifft" data-source="post: 810762" data-attributes="member: 6562"><p>What kind of EL and/or CR bonus would you give for the following?</p><p></p><p><strong>Knowlege of the opposition:</strong></p><p>-- Composition of opposing party (classes & races)</p><p>-- Spells & magic available to party</p><p>-- Specific weaknesses & vulnerabilities (eg: fire-subtype vs. cold magic)</p><p>-- "Style" preferences (Feats for weapons & spell schools)</p><p></p><p><strong>Tactical Superiority:</strong></p><p>-- Mobility: ability to traverse a terrain the opposition cannot (eg: water, air, flaming pool of oil, climbing walls, piles of rubble, etc.)</p><p>-- Mobility: ability to traverse a terrain <em>faster</em> than the opposition</p><p>-- Knowlege of Terrain: knowing an escape route, having concealment, knowing local dangers (critter lairs, natural hazards)</p><p>-- Preparation of Terrain: having cover, being able to set traps, having a trapped or very secure escape route</p><p></p><p><strong>Desperation of Kill:</strong> Or, Precision of Goal</p><p>Overcoming two guards right next to a gong which summons help and alerts the whole tribe is more challenging than overcoming two bandits who are trying to rob a stagecoach. In the first case, causing a retreat is failure, while in the second it is success.</p><p>-- Danger that an escapee represents (multiplied by either kind of Mobility above)</p><p></p><p>Obviously, these aren't precise things. I'd really, really like to see some examples of how specific DMs have handled these kinds of situations, though, in terms of concrete EL / CR bonuses.</p><p></p><p>Thanks, -- Nifft</p></blockquote><p></p>
[QUOTE="Nifft, post: 810762, member: 6562"] What kind of EL and/or CR bonus would you give for the following? [b]Knowlege of the opposition:[/b] -- Composition of opposing party (classes & races) -- Spells & magic available to party -- Specific weaknesses & vulnerabilities (eg: fire-subtype vs. cold magic) -- "Style" preferences (Feats for weapons & spell schools) [b]Tactical Superiority:[/b] -- Mobility: ability to traverse a terrain the opposition cannot (eg: water, air, flaming pool of oil, climbing walls, piles of rubble, etc.) -- Mobility: ability to traverse a terrain [i]faster[/i] than the opposition -- Knowlege of Terrain: knowing an escape route, having concealment, knowing local dangers (critter lairs, natural hazards) -- Preparation of Terrain: having cover, being able to set traps, having a trapped or very secure escape route [b]Desperation of Kill:[/b] Or, Precision of Goal Overcoming two guards right next to a gong which summons help and alerts the whole tribe is more challenging than overcoming two bandits who are trying to rob a stagecoach. In the first case, causing a retreat is failure, while in the second it is success. -- Danger that an escapee represents (multiplied by either kind of Mobility above) Obviously, these aren't precise things. I'd really, really like to see some examples of how specific DMs have handled these kinds of situations, though, in terms of concrete EL / CR bonuses. Thanks, -- Nifft [/QUOTE]
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