Quartz
Hero
I'm a big fan of the "Has X's story finished?" style. D&D is, among other things, a collaborative storytelling game and many players are invested in their characters.IMHO, zero hp should equal death. Real death.
I'm a big fan of the "Has X's story finished?" style. D&D is, among other things, a collaborative storytelling game and many players are invested in their characters.IMHO, zero hp should equal death. Real death.
Oh that was your post here on ENworld! I've read so many posts like that on Reddit, I often get mixed up on where I read them.That sounds familiar.
Ah, simulationism. The cause of and the root of all of 3e's problems.3.X Simulationists
The Simulationism actually wasn't the cause and root. It was the same thing that caused a problem in 5e in this thread and another recently recently popular thread, not having a clear image of what you are portraying when designing your mechanics.Ah, simulationism. The cause of and the root of all of 3e's problems.
I don't know if it's a fix, but the way I'd do it is much how 3e did it. They cited their expectations. They said "we built the CR system based on four characters using the default array, who are playing a Fighter, Rogue, Cleric, and Wizard using the PHB rules, with wealth by level adhered to." All stop.I've been enjoying this thread, even if some of the posts border on getting a bit personal at times. I find my personal position is similar to @iserith . As a new DM (I DM'd in the 80s but didn't run TTRPGs again until 5e came out), I found the CR rules in the DMG to be useful to give a rough ball park estimate of encounter difficulty, but then quickly realized that with my players, who are very tactical and veteran players, that I would need to make an encounter at least deadly and usually rachet it it up as if for higher-level characters to make it sufficiently challenging.
At the same time, I agree with @EzekielRaiden in that the results can be very wonky. At higher levels, and with more experience under my belt, I just don't bother calculating CR. I design encounters based on what I know about my players and, well to be honest, on personal intuition.
I never played 4e, but a friend of mine who is a hard-core gamer that has played every edition since the 80s sung the praises of 4e's encounter building rules. It is just one source anecdotal evidence, but I trust his opinion on these things.
My question for those who have given this a lot more thought than I have is: "what is the fix?" CAN you create a better CR system that doesn't require completely overhauling the entire system?
i didn't want to just comment about it out of the blue, but yeah, that post kinda blew my mind. probably one of the most creative uses of CR i've ever seen.That post about giving factions a CR in the thousands and using that to diversify creatures was genius. What an amazingly interesting take on CR as a tool.
Not trying to weasel-word here, but...that depends on what you mean by "completely overhauling."My question for those who have given this a lot more thought than I have is: "what is the fix?" CAN you create a better CR system that doesn't require completely overhauling the entire system?

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