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*Pathfinder & Starfinder
The ethics of ... death
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 6156163"><p>for some folks this may be a problem. For me it isnt. Monsters come in all kinds of varieties and I do not expect them all to fit neatly or evenlyinto CR. CR is a tool, not a straight jacket. If they design all monsters in each category to be virtually identical in terms of hp, damage output, etc, that gets pretty dull. The biggest considertion for me as a GM when evaluating the chalenge level is the creatures most dangerous attacks. These give me an indication of how lethal they are.A medusa ends up high on the list for me due to its petrification. These kinds of monsters are gray areas. With any monster though, you need to look at the specific entry and not rely on cr alone if you are concerned about level or party appropriate challenges.</p><p></p><p>Pacing is something that can come up with any number of monsters. For me, I am not terribly concerned about it. It just isnt a factor in my gming style. But when it has been a considertion, particularly when i was running 3E, it usually boiled down to throwing in additional monsters that were relatively easy to kill. A solitary anything can have unpredictable pacing (especially if the players swarm it----i have seen many powerful spell casting villains die in a round or two because they had no minions to defend them). </p><p></p><p></p><p></p><p>i think you ay have attributed my quote to someone else (unless he said the same thing elsewhere).</p><p></p><p>sure. This is a preference issue. A valid reason for not liking SoD. But this doesnt apply to everyone. I think one problem with HP is they are too predictable. Having SoD in the game works for me largely because it gets around this issue and becomes a hndy spice the GM can pull from the rack. I like a bit of unpredictability. That i cannot see SoD a mile away is what makes it so exciting to me as a player. It really amps things up.</p><p></p><p></p><p></p><p>they are just another tool in the game. They get around hp or a reason, they dramatically raise the stakes. To me that is exciting and an important part of the totality of the game. I do not find it inconsistent. Just another mechanism in the system. </p><p></p><p></p><p></p><p>exactly, for me this is a non issue. The fix of removing it takes something vital from the game. But i see not everyone feels that way. Which is why I say instead this being a design quality issue, it is a preference issue. The best solution is options that allow different levels of SoD unpredictability in the game, because people are all over the map on it.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 6156163"] for some folks this may be a problem. For me it isnt. Monsters come in all kinds of varieties and I do not expect them all to fit neatly or evenlyinto CR. CR is a tool, not a straight jacket. If they design all monsters in each category to be virtually identical in terms of hp, damage output, etc, that gets pretty dull. The biggest considertion for me as a GM when evaluating the chalenge level is the creatures most dangerous attacks. These give me an indication of how lethal they are.A medusa ends up high on the list for me due to its petrification. These kinds of monsters are gray areas. With any monster though, you need to look at the specific entry and not rely on cr alone if you are concerned about level or party appropriate challenges. Pacing is something that can come up with any number of monsters. For me, I am not terribly concerned about it. It just isnt a factor in my gming style. But when it has been a considertion, particularly when i was running 3E, it usually boiled down to throwing in additional monsters that were relatively easy to kill. A solitary anything can have unpredictable pacing (especially if the players swarm it----i have seen many powerful spell casting villains die in a round or two because they had no minions to defend them). i think you ay have attributed my quote to someone else (unless he said the same thing elsewhere). sure. This is a preference issue. A valid reason for not liking SoD. But this doesnt apply to everyone. I think one problem with HP is they are too predictable. Having SoD in the game works for me largely because it gets around this issue and becomes a hndy spice the GM can pull from the rack. I like a bit of unpredictability. That i cannot see SoD a mile away is what makes it so exciting to me as a player. It really amps things up. they are just another tool in the game. They get around hp or a reason, they dramatically raise the stakes. To me that is exciting and an important part of the totality of the game. I do not find it inconsistent. Just another mechanism in the system. exactly, for me this is a non issue. The fix of removing it takes something vital from the game. But i see not everyone feels that way. Which is why I say instead this being a design quality issue, it is a preference issue. The best solution is options that allow different levels of SoD unpredictability in the game, because people are all over the map on it. [/QUOTE]
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