This is the sort of thing that I thought you meant.
CR and EL are tools to give the DM some ability to predict the outcome of a particular encounter or series of encounters, and thus to achieve a desired outcome. Perforce, the CR guidelines are not perfect, and make assumptions about how encounters are handled, and perforce, the CR guidelines will sometimes fail because the encounter is handled in a way not foreseen by the creator of the guidelines (thus seemingly "too easy" or "too hard").
However, "too easy" and "too hard" both strongly imply (I would go so far as to say have no intrinsic meaning without the existance of) a desired outcome. The entire CR system, as well as things like wish lists, etc., are a move to encourage desired outcome play. Because random elements exist within the game, though, this desired outcome does not always occur.
It is the random elements, not the rules, that are adjusted when the CR 5 creature outperforms (or underperforms) your expectations. Random elements like encounter design, player choices, and die rolls.
Fudging eliminates these random elements, thus reinforcing the desired (predicted by CR guidlelines) outcome. It is, after all, meaningless to say that you intentionally chose a CR 5 creature without also agreeing that you chose that CR because it seemed to support the encounter outcome you wanted.
But, while CR does a poor job of predicting actual difficulty, it is advertised as working so well that the entire encounter design and XP rules are based around using CR.
So, it sometimes requires a bit of correction on the DMs part.
However, I agree that using CRs to plan encounters DOES imply a desired result.
If the CR indicates in X circumstance Y should occur, and then G7 occurs instead because the author of said rules screwed up? My expectations of what the implied desired outcome was are now invalidated. That annoys Scribble. It's like if someone secretly replaced the 20 on your die with another 1. Now my understanding of the die has been undermined. The game says I have a 5% chance to roll a 20 and I no longer can.
I do not agree with the argument that because a prediction fails to take into account all possible elements (which is, in and of itself, an impossible task), the game has failed to run as designed.The bloodthirstyness of the privateers is going to be determined by reaction roll, so assuming the adventurers allow them to board or are forced to yield, the crew may not necessarily end up dead with a wave of my hand. I might impose a -1 or -2 modifier to the reaction roll, but if the roll is high they could simply end up marooned instead.
That said, I would have no problem with the privateers killing off the crew if that's how it shakes out. Remember that we're talking about a perfect storm of bad luck for the adventurers: wrong place wrong time, facing overwhelming force, bad reaction. The chances of this encounter are about the same as the ancient red wyrm in a fit of pique discussed earlier.I agree that keeping meaningful options on the table is a worthy goal, but I also think that an occasional foregone conclusion, whether it's murderous privateers in space or a coup de grâce of a captive adventurer by an orc chieftain, can be a part of an enjoyable game, if the players and the referee know this is a possibility from the outset and accept that shared mental space of the game-world.
LOL.
Where were you when I was discussing the (many) failings of 3.5?
The CR System is a predictive engine, but if you read the DMG, you will note that it makes no prediction of being perfect in its predictions.I do not agree with the argument that because a prediction fails to take into account all possible elements (which is, in and of itself, an impossible task), the game has failed to run as designed.
But, going from this, the encounter was designed to follow the predictive model. The predictive model predicted a given outcome. The investment in the outcome (not the investment in the model) causes the fudging. I do not believe that anyone, anywhere, ever fudged because he believed it protected the (questionable at best) integrity of the CR System. I do believe that many people in many places have fudged because they used the CR System in an attempt to control the odds, and that attempt failed without fudging.
It is also true, as you say, that not fudging the dice is also in service of a desired outcome. The desired outcomes, however, in these two cases are polar bears and pine martins. Close enough to be related, but not the same animal.RC
Sort of: But what I was saying can be looked at from the standpoint of someone picking a CR and using that or someone randomly having a CR pop up.

My point really was that the game is essentially desired outcome + random = fun.(Otherwise why have things like BaB or AC bonus, or levels of anything really.)
The amount of either side of the equation equaling fun to a particular group is open to debate.
I don't for a second expect the players to be singing hosannas to my ability as a referee when their characters get offed.I can't help but wonder how I would react to the above scenario as a player. I'm pretty sure that I would not find it enjoyable. Even assuming I did know and buy into the idea that this was possible from the outset, I don't think I'd say, "Wow, that was an amazing, perfect storm of bad luck! What fun! I really feel like I am there, experiencing the game world in all its coherence and verisimilitude!"![]()
I've experienced a number of TPKs over the years, almost always predicated by the players rolling aces and me with a white-hot hand.ryryguy said:Please note, I'm not trying to say your game style is bad or that you and your group can't possibly be having fun. I'm just trying to imagine putting myself in the shoes of a player in a game where this happened. Have you actually had this sort of thing happen at your table, and if so, how do your players react?
I’m going to address the latter points first, then come back to the section I bolded in the quote.ryryguy said:As a player, I don't want to win all the time and I expect to lose. But I want it to matter. I want to have a chance not to lose because of my efforts. More than that, if I do end up losing, I want to have at least a little bit of choice regarding how and why I lose. I don't want it to be because of mere randomness, even if it's the randomness built into a meticulously crafted, coherent and logical game world.
As I mentioned earlier, starships in Traveller only blow up with a rare critical hit. My character, Captain Hauser, was skipper of the far trader Skadi when we were confronted by a patrol cruiser which demanded we allow a team aboard for an inspection. The referee announced that the cruiser wasn’t moving to match vectors, but rather maneuvering to a position behind our ship, presumably for a clear shot at our engineering space. Conscious of the face that our hold was filled with gems and computer parts we’d purchased on spec, representing all of our capital, I ordered the gunners to fire, and a miracle hit on one of the cruiser’s turret caused a massive explosion that destroyed what we later learned was a Sword Worlder privateer masquerading as a planetary navy vessel.ryryguy said:But when I play D&D or other RPGs, I'm looking for something else. I'm not sure I even know exactly what it is. Maybe it's just wanting to be challenged? Like, on the flip side, if a perfect storm of good luck on the encounter tables led to the discovery of an abandoned starship packed with gold and the deed to a paradise planet - it'd be different, but I don't think I'd actually enjoy that either.
Understood.Please note, by challenge I don't mean "always a level-appropriate" challenge. Figuring out something is not "level-appropriate" and backing off could in itself be an enjoyable challenge. Screwing up and stepping into the "non-level-appropriate" challenge might just open a new challenge of how to survive or to recover from getting my butt handed to me.![]()
Now here’s my question to you: would an encounter with the privateers as I described it above, an encounter in which despite your best efforts your character is caught and later spaced by the raiders, would this be a deal breaker for you? Would this unlikely but deadly encounter make the rest of the campaign unplayable for you? Or is even the possibility of such an encounter happening in the game grounds enough not to play at all?ryryguy said:I understand as well that we're talking about a continuum here, that even DMs who are very committed to a sandbox style are still generally going to have ways for players to figure out when they might be getting in over their heads and to escape when they inevitably do; and PC's are gonna die sometimes in most any style of game. But the Shaman's comments were pretty striking to me as one of the purest expressions of the one end of the continuum. In that pure form at least, I don't think it would be the game for me.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.