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*TTRPGs General
when does CR/EL not work?
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<blockquote data-quote="Tarek" data-source="post: 3746034" data-attributes="member: 6661"><p>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.</p><p></p><p>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.</p><p></p><p>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."</p><p></p><p>Say what?</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Tarek, post: 3746034, member: 6661"] 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. [/QUOTE]
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