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<blockquote data-quote="Scribble" data-source="post: 4708258" data-attributes="member: 23977"><p>Not sure. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Sure I agree, but I'm not saying the game as a whole. Just a particular element... Which is why I said it wasn't a routine thing, and my example was a broad example.</p><p></p><p>Really I don't need "perfect" predictability... That would be boring. I just want it to be roughly on track. Little swings here and there don't bother me. It's the odd out of no where OOPS moments that get to me because they throw EVERYTHING off.</p><p></p><p></p><p></p><p>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.</p><p></p><p>If the CR indicates that a creature is X powerfull (roughly) then I can use that in my judgement of how to describe the situation to the PCs without having to go throuhg the entire stat block. </p><p></p><p>If it's a CR much higher then theis I can give them clues (usually through skill checks) as to their level of perceived danger.</p><p></p><p>But if something is wildly off, it tricks me. I give them a level of perception that's WAY off. </p><p></p><p>Those are the moments that annoy me. It's not that I WANTED them to survive, I just wanted their choice to do what they do to be somewhat informed.</p><p></p><p></p><p></p><p>My point really was that the game is essentially desired outcome + random = fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (Otherwise why have things like BaB or AC bonus, or levels of anything really.)</p><p></p><p>The amount of either side of the equation equaling fun to a particular group is open to debate.</p></blockquote><p></p>
[QUOTE="Scribble, post: 4708258, member: 23977"] Not sure. :) Sure I agree, but I'm not saying the game as a whole. Just a particular element... Which is why I said it wasn't a routine thing, and my example was a broad example. Really I don't need "perfect" predictability... That would be boring. I just want it to be roughly on track. Little swings here and there don't bother me. It's the odd out of no where OOPS moments that get to me because they throw EVERYTHING off. 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. If the CR indicates that a creature is X powerfull (roughly) then I can use that in my judgement of how to describe the situation to the PCs without having to go throuhg the entire stat block. If it's a CR much higher then theis I can give them clues (usually through skill checks) as to their level of perceived danger. But if something is wildly off, it tricks me. I give them a level of perception that's WAY off. Those are the moments that annoy me. It's not that I WANTED them to survive, I just wanted their choice to do what they do to be somewhat informed. 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. [/QUOTE]
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