Scribble said:
As to the next point. Should a first level character have access to say, power word kill?
It's not that some bosses shouldn't be able to stand head to head against a group of adventurers. It's just that the CR should match the abilities, and if one or two abilities are throwing the monster way out of whack, then the monster needs to be looked at. Just like if I were to create a base class with a power word kill ability as 1st level... I bet I could come up with a lot of stories to explain that... But does that mean good "game" design?
Nah, but how about a properly leveled character?
Lets have a look at Sorcerer X. Sorcerer X has a great Charisma (18/+4), a good Dexterity (16/+3), a mediocre Strength (11/0) and an above-average Constitution (12/+1). His spells known are (without 0 level spells) 4/2/1, and his spells per day are 7/6/4. He has 6d4+6 hit points, which averages out to 21 hit points. For some reason, he also has taken the necessary feat to handle a Greatsword. His spells known are
1st: Mage Armor, Charm Person, Sleep, Enlarge
2nd: Darkness, Alter Self
3rd: Lightning Bolt
We'll be nice and hand him a
Ring of Invisibility (which is roughly 7000 gp above his recommended wealth by level, but we're in a generous mood

).
Now this is a CR 6 encounter. Of course, it's just the bare bones, there are 3 feats missing, one attribute raise, a familiar, and a handful of skills. Feel free to stat him out as you wish. But it still is a valid CR 6 encounter. Of course, also feel free to point out any errors I made by pulling this out of thin air.
Now add to that Regeneration 2, Spell Resistance 18, 10 points of Strength, Flight ability and 16 hit points, +4 melee attack bonus. On the other hand, change the
Charm, Darkness & Sleep to once per day, as well as the 6d6x4
Lightning Bolt to a 9d6x1
Cone of Cold, the
Alter Self to a
Polymorph Self 1/day, and dump
Magic Armor & Enlarge because they are not needed, and you will arrive
roughly where the 3E Ogre Mage is.
Now, the question is, do the changes make the Ogre Mage only a CR 6 encounter, comparable to Sorcerer X, or do the additions make it a higher-CR encounter?
And yeah, a CR 1 creature with
Power Word Death would be silly...except if it's a cleric with the
Death domain, who at first level can walk around killing the average commoner simply by touching him.
And the overarching point in all this? How well is the CR system really balanced, then, and should all design center around a CR fitting to a few-rounds long combat, or maybe try to incorporate more factors than "how well does it measure up to a standard adventurer group in physical combat"?