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Why are 5E Giants Huge size?
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<blockquote data-quote="teitan" data-source="post: 8262352" data-attributes="member: 3457"><p>Why did gods have statistics in the original Deities & Demigods/Gods, Demigods & Heroes? It’s a game. People want to know what it takes to kill it but a tarrasque adventure? Realistically, it should be a plot point like Godzilla. Sure it has statistics but here we are getting into approaches to encounters.</p><p></p><p>removing secondary modifiers fixes CR? Maybe but that’s not rules as written. RAW it’s janky and broken and doesn’t work. That’s not even getting into XP budgets. Players may use CR to gauge a fight but honestly that’s 1: meta gaming and 2: weak dming. It’s gotta be changed up. If you’re constantly throwing things at them in their weight class and they know it, it removes the challenge. If they know they can overcome every encounter because of “challenge ratings” and math equations it kills the challenge and ruins the element of surprise. I’ve been running 5e for a year and a half and what I’ve noticed with the CR system is that creatures of the same challenge rating are swingy. There isn’t really a middle ground. I had the same problem with it in 3.x, it didn’t work to accurately gauge the threat to the party. I follow the old school guidelines when I look at CR but mostly I know my party and what they can do and use that to challenge them rather than trying to plug in some numbers that don’t work. The problem with CR in my opinion is that the math, in a computer game, could work but humans aren’t computers. So sure, a guideline but it’s not a good one.</p><p></p><p>but then you aren’t claiming every adventure ever written for the game was balanced and that CR has always been some be all, end all perfectly well oiled machine.</p></blockquote><p></p>
[QUOTE="teitan, post: 8262352, member: 3457"] Why did gods have statistics in the original Deities & Demigods/Gods, Demigods & Heroes? It’s a game. People want to know what it takes to kill it but a tarrasque adventure? Realistically, it should be a plot point like Godzilla. Sure it has statistics but here we are getting into approaches to encounters. removing secondary modifiers fixes CR? Maybe but that’s not rules as written. RAW it’s janky and broken and doesn’t work. That’s not even getting into XP budgets. Players may use CR to gauge a fight but honestly that’s 1: meta gaming and 2: weak dming. It’s gotta be changed up. If you’re constantly throwing things at them in their weight class and they know it, it removes the challenge. If they know they can overcome every encounter because of “challenge ratings” and math equations it kills the challenge and ruins the element of surprise. I’ve been running 5e for a year and a half and what I’ve noticed with the CR system is that creatures of the same challenge rating are swingy. There isn’t really a middle ground. I had the same problem with it in 3.x, it didn’t work to accurately gauge the threat to the party. I follow the old school guidelines when I look at CR but mostly I know my party and what they can do and use that to challenge them rather than trying to plug in some numbers that don’t work. The problem with CR in my opinion is that the math, in a computer game, could work but humans aren’t computers. So sure, a guideline but it’s not a good one. but then you aren’t claiming every adventure ever written for the game was balanced and that CR has always been some be all, end all perfectly well oiled machine. [/QUOTE]
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