The CR system and 50-point buy!

Mustrum_Ridcully said:
just add +1 or +2 to all attacks, saving throws and special/spell DCs of monster.
Heck, I do this with my 32-point-buy games and things turn out just dandy. I find that in many instance, the MM stats are way too weak as written (unless one uses a 25 or even a 22-point buy). My players were trouncing creatures/encounters left and right until I bumped up the monsters a notch or two. Max HP for CR 1 creatures and an extra HD or two for higher CR foes has worked wonders to amp the drama in our game. I regularly tweak the spell selection or spells prepared of monsters that have spells. I normally don't mess with saving throws, though.

I should think you'd have no trouble at all doing this for a 50-point-buy game. Good luck to you!
 

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Mustrum_Ridcully said:
Instead of adjusting CRs or XP reward, just add +1 or +2 to all attacks, saving throws and special/spell DCs of monster. That should cover the differences between 25 to 50 point buy.
This might seem "unfair" as they don't get so much benefit from their incredibly scores in direct combat, but you will notice that the characters will probably play a lot more versatile. This will make other parts of the game easier (and more enjoyable) for them.

Then why not just use a "normal" point-buy and adjust nothing? :confused:
 


Wolfspider said:
I let my players pick whatever stats they want to give their characters, with no limitations. I've found that this lets them play the kind of character they want to play, and I've had no problems with them getting ridiculously high stats. (Most don't pick anything over 16.)

Edit: Please keep it civil.

- Xath
 
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It's also worth noting that a higher point buy means more for some character classes than it does for others. For example, a 50-point monk is going to be a LOT more powerful than a 28-point monk. But a 50-point fighter won't have nearly the same edge over a 28-point fighter. So there's that aspect to consider, as well.
 


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