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Why do people pretend CR makes sense?
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<blockquote data-quote="Tzarevitch" data-source="post: 3038253" data-attributes="member: 1792"><p>Are you serious? The only difference between CR and the old straight xp system is how many levels of guesstimation and math are required and how big the numbers are. Remember BOTH systems boil down to a straight guess on what value to apply to various abilities or flaws that a creature possesses. That is all. It is not a science, it is a guess.</p><p></p><p>The CR system takes these values and wraps them into single or double digit numbers that it referrs to as a CR rating, then more math is involved converting the CR number to xp.The old system just used straight values in dozens to tens-of-thousands of xp which is then given out as a straight reward. In both cases the underlying numbers used are pure guesswork. </p><p></p><p>Lets not pretend that either of these are some sort of science. I personally prefer the old system simply because it was faster to calculate and easier to adjust. I need a spreadsheet to calculate xp under the new one and adjust it quickly based on what I think the PCs really SHOULD get. Utimately, both of them are really only as accurate as the underlying guess as to the value of the subject creature's abilities. </p><p></p><p>The CR system's advantage is that is provides some base to compare power levels. The issue comes in whether or not you consider it to be an accurate base in the first place. If you don't accept the CR calculations to be accurate then no amount of EL calculation based on them is worth a hill of beans to you. For those people, the CR system is more flawed than the original. </p><p></p><p>In my experience, the CR system is not too bad with creatures with minimal special abilities. It does a terrible job with creatures with lots of special abilities. It also is better with low CR creatures and low level PCs than it is with high level PCs and opponents. </p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 3038253, member: 1792"] Are you serious? The only difference between CR and the old straight xp system is how many levels of guesstimation and math are required and how big the numbers are. Remember BOTH systems boil down to a straight guess on what value to apply to various abilities or flaws that a creature possesses. That is all. It is not a science, it is a guess. The CR system takes these values and wraps them into single or double digit numbers that it referrs to as a CR rating, then more math is involved converting the CR number to xp.The old system just used straight values in dozens to tens-of-thousands of xp which is then given out as a straight reward. In both cases the underlying numbers used are pure guesswork. Lets not pretend that either of these are some sort of science. I personally prefer the old system simply because it was faster to calculate and easier to adjust. I need a spreadsheet to calculate xp under the new one and adjust it quickly based on what I think the PCs really SHOULD get. Utimately, both of them are really only as accurate as the underlying guess as to the value of the subject creature's abilities. The CR system's advantage is that is provides some base to compare power levels. The issue comes in whether or not you consider it to be an accurate base in the first place. If you don't accept the CR calculations to be accurate then no amount of EL calculation based on them is worth a hill of beans to you. For those people, the CR system is more flawed than the original. In my experience, the CR system is not too bad with creatures with minimal special abilities. It does a terrible job with creatures with lots of special abilities. It also is better with low CR creatures and low level PCs than it is with high level PCs and opponents. Tzarevitch [/QUOTE]
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