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The New Design Philosophy?
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<blockquote data-quote="monboesen" data-source="post: 2968692" data-attributes="member: 4647"><p>No. That is an ADVANTAGE of the CR system. That way your piddly mastermind can create more encounters for the players. They then get rewarded (including with XP) for handling along the way, but don't get an undue amount of XP when they finally corner and defeat the relatively weak mastermind in combat.</p><p></p><p></p><p>As to the toe to toe vs. the clever tactical fight. CR needs to assume toe to toe fights, that is the only way of making them even halfway accurate.</p><p></p><p>Does that mean you as a DM have to play the monster dumb and rush it into melee. No, it means you need to remember that when a monster getting the drop on a group you should increase it's CR by 1 or 2 for that encounter to reflect that advantage.</p><p></p><p>Same thing goes for other advantages in combat, like prior knowledge of player tactics and abilities (or adjusting down if players have prior knowledge of the same things), some kind of environmental advantage (monster with swim speed encountered in chest high water) and so on.</p><p></p><p></p><p></p><p></p><p>Because it is pretty dull to watch your PC of 3 years playing experience die from a freak bad roll?</p><p></p><p>I vastly prefer PC dying due to bad decisions rather than to an untimely rolled 1 on a d20.</p></blockquote><p></p>
[QUOTE="monboesen, post: 2968692, member: 4647"] No. That is an ADVANTAGE of the CR system. That way your piddly mastermind can create more encounters for the players. They then get rewarded (including with XP) for handling along the way, but don't get an undue amount of XP when they finally corner and defeat the relatively weak mastermind in combat. As to the toe to toe vs. the clever tactical fight. CR needs to assume toe to toe fights, that is the only way of making them even halfway accurate. Does that mean you as a DM have to play the monster dumb and rush it into melee. No, it means you need to remember that when a monster getting the drop on a group you should increase it's CR by 1 or 2 for that encounter to reflect that advantage. Same thing goes for other advantages in combat, like prior knowledge of player tactics and abilities (or adjusting down if players have prior knowledge of the same things), some kind of environmental advantage (monster with swim speed encountered in chest high water) and so on. Because it is pretty dull to watch your PC of 3 years playing experience die from a freak bad roll? I vastly prefer PC dying due to bad decisions rather than to an untimely rolled 1 on a d20. [/QUOTE]
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