when does CR/EL not work?

freyar

Extradimensional Explorer
So, starting at about when 4e got announced ;) , I started noticing a lot of people talking about how bad the CR/EL system has been in 3e.* Now, maybe it's the threads I've read or my memory, but I don't recall much besides a few examples of monsters that have been over- or under-CRed. That's not really my point, either.

My question is whether or not you have generally found the 3.X system of CR and EL to be broken in general or if it usually works fine. If it normally works well, when does it break? In my experience, it's been fine, but I haven't run any encounters higher than EL5 if memory serves. Just curious. Thanks for the insight!

*I don't really want to get into monster levels or whatever the 4e replacement is called; let's leave the speculation and news to the 4e forums.
 

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I think it(CR/EL) is a pretty good GENERAL measure of a given encounter's challenge level(couldn't tell by the name), but so much is expected of it, there are inevitably cries from the darkness of it's shortcomings.

I say 'general' so big because CR/EL goes with the assumption of 4 PCs - Fighter, cleric, wizard, rogue, with appropriate treasure, and standard spells, skillsets, and abilities(most people forget these last three).

If you are familiar with how your group of PCs diverges from this baseline mechanically, then you can judge and adjust it accordingly(such as the classic example of the clericless party facing undead).

[Edit]: I didn't answer your question. My answer for that would be: When you(the DM) forget that your party is not exactly like the baseline and thus find certain encounters much more or much less difficult.
 

I think CR was an excellent effort on the part of the designers, if a bit of a pipe dream by its very nature.

In practice, it just can't account for all the variables, at least not in my experience. Simple discernment seems more effective and faster, although it is possible that the CR system is a good guideline for newer DMs, or who are uncertain about an encounter they're planning.

I personally think it also detracts from an organic feel for the game, and simply ignore it at this point.
 

One thing that struck me is that CR... just doesn't scale properly. Doubling the numbers of monsters just adds 1 to the CR, which may, or may not, work depending on the monster.

In addition, there's a lot of guesswork when it comes to some monsters. Take any of the demons who can summon more demons, or the assumption that a high-level wizard with summoning spells is, somehow, no more dangerous than the same wizard by himself... I mean, there's a major opportunity for the DM to come up with a really vicious encounter that *technically* doesn't violate the CR/EL guidelines.

In addition, some monsters have been given a CR lower than expected, like, say, the dragons. This was a deliberate design choice on the developers part, because they said, "The CR for dragons has been lowered because if the party is going against a dragon, they'll be specifically outfitted to fight it."

Say what?

And then there are the mismatches... the creatures whose abilities make them much more dangerous if x metal or y weapon type or z spell is not available to the party. DR, Incorporeal, etc... for some reason, the designers assumed that all parties would always have sufficient of x, y, or z to hand and therefore gave a "discount" to the CR.

Or those whose abilities include "charm" and "dominate" and "paralyze". Any time you have those abilities, CR automatically goes out the window. Party of four, one gets charmed, becomes party of three and the CR is no longer accurate since the actual challenge just doubled; now the reduced party has to deal with the interference or active opposition of their own party member while STILL attempting to defeat the original monster. I find the designer's claim that this is "balanced" within the monster's CR to be, frankly, absurd.
 

Tarek said:
One thing that struck me is that CR... just doesn't scale properly. Doubling the numbers of monsters just adds 1 to the CR, which may, or may not, work depending on the monster.

Actually, I think 2 monsters of CR x has CR of x+2, etc.

So you think certain spells or abilities are worth more than they've been estimated? I can see that, though it strikes me that a wizard with summon monster III might not have a fireball or something else similarly powerful.
 

When doesn't EL/CR work?

We got our cans handed to us by a couple CR9 creatures at 12th lvl and there were twice as many of us as them! Why? The room was small, they had reach, and Combat Reflexes.

Later (or was it before?) we kicked the holy something out of a creature four levels our senior, but the archer got to crit on it two times before it got to attack, and the sorcerer hit it once with a Maxed Lightning Bolt (ref missed). A one round combat as I recall.

Some times a single little old German woman with a broom can womp (reference only captured by two others on this board) your but while and army doesn't stand a chance.

CRs are a good point of reference, but not a law as sometimes the right things happen, its just a matter of questioning "for which side do these things happen?"
 

freyar said:
My question is whether or not you have generally found the 3.X system of CR and EL to be broken in general or if it usually works fine. If it normally works well, when does it break? In my experience, it's been fine, but I haven't run any encounters higher than EL5 if memory serves. Just curious. Thanks for the insight!

I think the CR/EL system is a very good one, one of the best things instituted in 3E. The only problem is that it's hard to actually gauge the CR of a monster correctly; it takes quite a bit of playtesting to do it correctly, and that takes time. It's so time consuming there's no way that 3E, when first published, had enough time to cover all the bases; what we got were best-attempt estimations.

(Example: Check FrankTheDM's monster thread. He's got all these cool monsters statted out, and the one thing he repeatedly asks for help with is someone to playtest them to tell him what the proper CR is. I know, I've been in the same boat.)

So if 4E throws out the whole system, I think that's a shame, because the best chance to get it right was to build on the years of playing and refine those numbers to something more accurate. Every time someone had a complaint about a given monster was an opportunity to help fix it, but I don't see that happening now.

A while back I wrote a computerized combat simulator to run a few thousand fights between brutes and gauge their overall toughness, as a starting point for CR derivations ( http://www.superdan.net/softwin.html ). One thing I was amazed at is how well the x2 numbers --> +2 EL rule generally works, it's really much closer than I first expected.

In summary: It's a good sytem -- the hard part is all the playtesting necessary to properly set those monster CR's. There's never been enough time or a feedback process created to really refine them.
 

Goblyn said:
I say 'general' so big because CR/EL goes with the assumption of 4 PCs - Fighter, cleric, wizard, rogue, with appropriate treasure, and standard spells, skillsets, and abilities(most people forget these last three).
I second that. The problem with the EL/CR mechanic is that it is dependent on several assumptions about the group's composition, the play style and the game world. The closer you are to the 'default' assumptions, the better EL/CR works for you. The way I see it, the assumptions are:

1) A party of 4 adventurers including a fighter, a cleric, a wizard (or sorcerer?) and a rogue, or at least other classes offering similar overall abilities. Having a different number of PCs and/or a different group composition offsets the EL/CR mechanic.

2) Standard magical item distribution (in other words, quite common magic) and a relatively standard spell selection (especially damage spells for the wizard and condition-alleviating spells for the cleric).

3) Standard skills, feats and abilities.

4) Combat as the solution to all monster encounters. If you use stealth or diplomacy to bypass a monster, the monster's CR would be simply irrelevant (as it factors only combat difficulty, not persuasion difficulty or sneaking-by difficulty). If you want to run a hardcore thief game, you'll need to create an additional stealth CR for each creature in your game based on its ability to detect sneaking creatures.
 

freyar said:
My question is whether or not you have generally found the 3.X system of CR and EL to be broken in general or if it usually works fine. If it normally works well, when does it break? In my experience, it's been fine, but I haven't run any encounters higher than EL5 if memory serves. Just curious. Thanks for the insight!

As long as one accepts CR for what it is, that is a measure of what level at which a party of four with standard gear will consume 20-25% of its resources in the defeat thereof, I think CR and EL are two of the best things in 3e. They're right up with no more racial level limits. CR and EL are especially useful for me in getting a quick eyeball of how hard a battle ought to be. If I want to give the PCs a speed bump, I use a EL right about their average level. If I know it's going to be the only fight in the day, or world circumstances dictate otherwise (This one gets some of my players pretty angry sometimes.), then I can select an EL of party level +4 and get a hard fight.

I've run parties of up to eight. For them, a CR=level encounter was fairly easy. I currently prefer much smaller parties, which have a harder time of it. It's still not normally awful for them, but every now and then rolls are bad or someone took an extra stupid pill in the morning. Don't tell my players, but sometimes that guy is me. Monsters are always going to sometimes have strengths that hit at the party weaknesses and sometimes weaknesses that hit at party strengths. It's often good to hit the party where you know its weak from time to time, just as its good to let them feel powerful sometimes. Players will always have varying levels of luck with the dice. They will always have different levels of positive synergy in their builds. No system can account for all of this.

Knowing all of that, there are a couple of obvious breakpoints that can't be excused by being honest about what CR and EL actually measure.

1) When modifying monsters, whether its with templates, added hit dice, class levels, or all three, the numbers do not always turn up accurate. It's been my experience that it's easier to create a glass cannon than it is to create the tarrasque's angrier cousin. Large amounts of HD advancement sometimes create a monster that seems to fit its new CR, but often if you really crank it you end up just adding a round or two to the fight. The chief benefit is more hit points. Aside hit points, a few points to saves and BAB, a monster's defenses don't really scale with it. A really tough amount of DR on a CR10 monster could be trivial on a CR15 advanced version.

2) When dealing with larger groups of foes, the EL often inflates faster than the difficulty. A large number of lesser foes are probably not as strong as their EL suggests, especially not when numbers approach ten. However, large groups of inferior foes can induce extremely random and thus unpredictable shifts in the direction of battle. I had a pair of unholy blights (from a 7th level and a 6th level caster) almost wipe a party in the first round of combat. They were 11th level at the time. A simple web (caster level 5) took the cleric cohort and the wizard out of the battle entirely. Over the course of the fight, it probably evens out to about what a single CR14 creature could do to the party. But that said, the wild swings either way at the open of combat can create the appearance otherwise.
 

Shades of Green said:
4) Combat as the solution to all monster encounters. If you use stealth or diplomacy to bypass a monster, the monster's CR would be simply irrelevant (as it factors only combat difficulty, not persuasion difficulty or sneaking-by difficulty). If you want to run a hardcore thief game, you'll need to create an additional stealth CR for each creature in your game based on its ability to detect sneaking creatures.

I give out the full XP award if the party circumvents an encounter through stealth, interaction, or some other reasonable means that include a fair countermeasure on the party of the enemy. So you don't get XP for everything you teleport past, since you had essentially no risk of encountering those foes or being caught by them, but if you bluff a pair of street thugs into believing that your pistol is loaded and you can use that gun to perform delicate brain surgery on gnats at 50 paces and they take the better part of valor, you deserve the full award.

Works pretty well for me.
 

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