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The New Design Philosophy?
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<blockquote data-quote="Geron Raveneye" data-source="post: 2969578" data-attributes="member: 2268"><p>Nah, but how about a properly leveled character?</p><p></p><p>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</p><p><em>1st: Mage Armor, Charm Person, Sleep, Enlarge</em></p><p><em>2nd: Darkness, Alter Self</em></p><p><em>3rd: Lightning Bolt</em></p><p>We'll be nice and hand him a <em>Ring of Invisibility</em> (which is roughly 7000 gp above his recommended wealth by level, but we're in a generous mood <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ).</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>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 <em>Charm, Darkness & Sleep</em> to once per day, as well as the 6d6x4 <em>Lightning Bolt</em> to a 9d6x1 <em>Cone of Cold</em>, the <em>Alter Self</em> to a <em>Polymorph Self</em> 1/day, and dump <em>Magic Armor & Enlarge</em> because they are not needed, and you will arrive <strong>roughly</strong> where the 3E Ogre Mage is.</p><p></p><p>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?</p><p></p><p>And yeah, a CR 1 creature with <em>Power Word Death</em> would be silly...except if it's a cleric with the <em>Death</em> domain, who at first level can walk around killing the average commoner simply by touching him. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>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"?</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 2969578, member: 2268"] 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 [i]1st: Mage Armor, Charm Person, Sleep, Enlarge 2nd: Darkness, Alter Self 3rd: Lightning Bolt[/i] We'll be nice and hand him a [i]Ring of Invisibility[/i] (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. :p 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 [i]Charm, Darkness & Sleep[/i] to once per day, as well as the 6d6x4 [i]Lightning Bolt[/i] to a 9d6x1 [i]Cone of Cold[/i], the [i]Alter Self[/i] to a [i]Polymorph Self[/i] 1/day, and dump [I]Magic Armor & Enlarge[/i] because they are not needed, and you will arrive [b]roughly[/b] 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 [i]Power Word Death[/i] would be silly...except if it's a cleric with the [i]Death[/i] domain, who at first level can walk around killing the average commoner simply by touching him. :lol: 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"? [/QUOTE]
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