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Who wrote these CRs?
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<blockquote data-quote="Sunseeker" data-source="post: 6722859"><p>This is especially true when a lot of the game takes place in the open world. It's easy to set the pace in a dungeon where there are few safe places, it's difficult to make a location safe and there is an abundance of enemies in close proximity that may readily detect the players within a few moments time.</p><p></p><p></p><p>I agree that more than 1 combat is needed per day, at least when not exploring. I would say 2-3 meaningful combats is what I try to shoot for each day. They're large, they take time and represent progress towards a given goal. IE: fight the guards, then the wizards guarding the alchemy lab and finally the horrible abomination. Honestly any more than that and I just don't see the point. Either you end up with a bunch of "small" combats which are really just the same combat taken in running fashion, or you are just providing "filler" content.</p><p></p><p></p><p></p><p></p><p>Yes, I'm certain I was not entirely clear in my initial complaint, but it was not to say "the CR system is a bad measure of monsters" (CR has <em>always</em> been a bad measure) but more to say that it especially problematic with higher-level monsters who aren't at all as fearsome as they were in editions past, but still graded through CR as though they were. Worse, there is a lot of <em>implication</em> in CR, but assumed minions, to lairs to being in the monsters favored terrain and even a low-end party. Assuming certain things are true and then accounting for those things as though they are always true is bad statistical analysis (considering I studied this...), which is what CR essentially is: as statistical analysis of the average danger a monster presents.</p><p></p><p></p><p>I suppose with my overall enjoyment of 5th, I forgot some of the lessons I learned in 3rd: which was most importantly, to evaluate a foe based on what the party can do, and what the monster can do, rather than what the CR suggests it should be able to do. The end result is of course more work and less satisfaction with the published product, but I suppose that's the route wizards chose to take with this edition.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6722859"] This is especially true when a lot of the game takes place in the open world. It's easy to set the pace in a dungeon where there are few safe places, it's difficult to make a location safe and there is an abundance of enemies in close proximity that may readily detect the players within a few moments time. I agree that more than 1 combat is needed per day, at least when not exploring. I would say 2-3 meaningful combats is what I try to shoot for each day. They're large, they take time and represent progress towards a given goal. IE: fight the guards, then the wizards guarding the alchemy lab and finally the horrible abomination. Honestly any more than that and I just don't see the point. Either you end up with a bunch of "small" combats which are really just the same combat taken in running fashion, or you are just providing "filler" content. Yes, I'm certain I was not entirely clear in my initial complaint, but it was not to say "the CR system is a bad measure of monsters" (CR has [I]always[/I] been a bad measure) but more to say that it especially problematic with higher-level monsters who aren't at all as fearsome as they were in editions past, but still graded through CR as though they were. Worse, there is a lot of [I]implication[/I] in CR, but assumed minions, to lairs to being in the monsters favored terrain and even a low-end party. Assuming certain things are true and then accounting for those things as though they are always true is bad statistical analysis (considering I studied this...), which is what CR essentially is: as statistical analysis of the average danger a monster presents. I suppose with my overall enjoyment of 5th, I forgot some of the lessons I learned in 3rd: which was most importantly, to evaluate a foe based on what the party can do, and what the monster can do, rather than what the CR suggests it should be able to do. The end result is of course more work and less satisfaction with the published product, but I suppose that's the route wizards chose to take with this edition. [/QUOTE]
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