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*Dungeons & Dragons
Who wrote these CRs?
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<blockquote data-quote="DMCF" data-source="post: 6722732" data-attributes="member: 6790388"><p>CR is perfect against a team of my friends less than 1 year into D&D who have no tactical sense and are constantly getting each other killed. They have magical weapons and get upset like kids sometimes because they want to do something F'd up that would TPK the entire group and I won't let them. You wouldn't believe these guys were mid-late 30's sometimes. They never focus fire. They can't coordinate. Sometimes they just don't heal each other. Half of them always play this flaw: "I run away at the site of trouble" and they play it like: "A goblin's arrow missed my level 5 armored ass, time to run!". I counter this with NPCs on the route out to discourage it once in a while. </p><p></p><p>When these guys roll well they can 2 round a hard encounter. Mostly they nearly TPK on hard encounters while well rested. Suffice to say I have to use my imagination to keep them alive. For a while they were wondering why they leveled so slow and they wanted to long rest after every fight. It was bad...to the point where I was considering giving up the game. </p><p></p><p>Oddly enough I have to plan a lot for this group to make sure they can escape. </p><p></p><p>Then....</p><p></p><p>Against a team of my friends who are much more into D&D i.e., 16 years + of experience, CR is useless. At level 4 they can blow through a CR 7-8 single monster. Multiple monsters can present a problem but they manage pretty well. With these guys I use CR for the initial fight but I imagine what could make things harder in case they are making it to easy.</p><p></p><p>In the case of 1 shotting a Solar...fine. If it isn't a boss. if it is then I might declare the spell fails and the caster can roll perception. DC 15 they notice that the pendant around his neck flashed when the spell reached him. If they questioned why I rolled a D20 I say "There is a percent chance something else happens". That could just be a recharge...they don't care. Suddenly they want that amulet.</p><p></p><p>Now I've got an amulet that is cursed due to upsetting the benefacting God of the Solar...or a key to the next part of the quest. </p><p></p><p>This group I can be a lot more freeform, even if I'm playing an established adventure. </p><p></p><p></p><p></p><p></p><p><strong>TLDR</strong>:</p><p></p><p>CR works great for noobs. It might even be a little too hard if some of your noob friends are insecure sociopaths who can't "Lay on Hands" each other without a fist bump and saying "No h*mo". (I love these guys though I am exaggerating a bit...just a bit).</p></blockquote><p></p>
[QUOTE="DMCF, post: 6722732, member: 6790388"] CR is perfect against a team of my friends less than 1 year into D&D who have no tactical sense and are constantly getting each other killed. They have magical weapons and get upset like kids sometimes because they want to do something F'd up that would TPK the entire group and I won't let them. You wouldn't believe these guys were mid-late 30's sometimes. They never focus fire. They can't coordinate. Sometimes they just don't heal each other. Half of them always play this flaw: "I run away at the site of trouble" and they play it like: "A goblin's arrow missed my level 5 armored ass, time to run!". I counter this with NPCs on the route out to discourage it once in a while. When these guys roll well they can 2 round a hard encounter. Mostly they nearly TPK on hard encounters while well rested. Suffice to say I have to use my imagination to keep them alive. For a while they were wondering why they leveled so slow and they wanted to long rest after every fight. It was bad...to the point where I was considering giving up the game. Oddly enough I have to plan a lot for this group to make sure they can escape. Then.... Against a team of my friends who are much more into D&D i.e., 16 years + of experience, CR is useless. At level 4 they can blow through a CR 7-8 single monster. Multiple monsters can present a problem but they manage pretty well. With these guys I use CR for the initial fight but I imagine what could make things harder in case they are making it to easy. In the case of 1 shotting a Solar...fine. If it isn't a boss. if it is then I might declare the spell fails and the caster can roll perception. DC 15 they notice that the pendant around his neck flashed when the spell reached him. If they questioned why I rolled a D20 I say "There is a percent chance something else happens". That could just be a recharge...they don't care. Suddenly they want that amulet. Now I've got an amulet that is cursed due to upsetting the benefacting God of the Solar...or a key to the next part of the quest. This group I can be a lot more freeform, even if I'm playing an established adventure. [B]TLDR[/B]: CR works great for noobs. It might even be a little too hard if some of your noob friends are insecure sociopaths who can't "Lay on Hands" each other without a fist bump and saying "No h*mo". (I love these guys though I am exaggerating a bit...just a bit). [/QUOTE]
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