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Why do people pretend CR makes sense?
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<blockquote data-quote="Brimshack" data-source="post: 3036581" data-attributes="member: 34694"><p>I don't think there is anything wrong with CR. I do think that a lot of people take the question of balance way too seriously. To me this is an extension of the whole problem with 3.5, which for me isn't in the technical nature of the rules so much as the culture that seems to go with it. </p><p></p><p>The illusion of precise balance lends a lot of credence to the rules fundamentalists and leads a lot of people to imagine the creative side of the game in terms of number crunching. I have dealt with far too many players who object on principle to anything besides standard rules, and it drives me nuts. Concerns over balance seem to pre-empt a lot of creativity, and that's a shame. But it isn't necessary. You can tinker with 3.5 just like any other version of the game. All you have to do is get past the worry that you might be off by a level or 2 on the CR. As someone already said, it's as much art as science. And if a monster is over-under-rated a bit, then deal with it.</p><p></p><p>I must say, I don't much see the point in trying to munchkin a CR as the GM. There are too many other variables that you can use to control x.p., and I just don't see any reason to begrudge the players a little extra x.p. If on the other hand, a GM is working to justify sending a monster against a party by hitting a magically acceptible CR, then, ...well that's what I mean by Rules Fundamentalism. The game is an instrument to help me and a bunch of people enjoy the afternoon. It isn't a series of commandments delivered from on high.</p></blockquote><p></p>
[QUOTE="Brimshack, post: 3036581, member: 34694"] I don't think there is anything wrong with CR. I do think that a lot of people take the question of balance way too seriously. To me this is an extension of the whole problem with 3.5, which for me isn't in the technical nature of the rules so much as the culture that seems to go with it. The illusion of precise balance lends a lot of credence to the rules fundamentalists and leads a lot of people to imagine the creative side of the game in terms of number crunching. I have dealt with far too many players who object on principle to anything besides standard rules, and it drives me nuts. Concerns over balance seem to pre-empt a lot of creativity, and that's a shame. But it isn't necessary. You can tinker with 3.5 just like any other version of the game. All you have to do is get past the worry that you might be off by a level or 2 on the CR. As someone already said, it's as much art as science. And if a monster is over-under-rated a bit, then deal with it. I must say, I don't much see the point in trying to munchkin a CR as the GM. There are too many other variables that you can use to control x.p., and I just don't see any reason to begrudge the players a little extra x.p. If on the other hand, a GM is working to justify sending a monster against a party by hitting a magically acceptible CR, then, ...well that's what I mean by Rules Fundamentalism. The game is an instrument to help me and a bunch of people enjoy the afternoon. It isn't a series of commandments delivered from on high. [/QUOTE]
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