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Worse Rules that game designers have made?
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<blockquote data-quote="Shades of Green" data-source="post: 3255295" data-attributes="member: 3297"><p>The CR/EL system. Looks like a brilliant idea on paper, but suffers from the fact that it is based on many playing-style assumptions:</p><p></p><p>1) You have 4 members in your party, all of similar level (this pitfall could be circumvented by dividing the total sum of levels in your party by the number of members to get the party's CR).</p><p></p><p>2) Magic (including magic items) is common in your game.</p><p></p><p>3) Monsters are overcome by combat (physical and/or magical) and not stealth or diplomacy.</p><p></p><p>4) Your party has a balanced mix of abilities (tank, divine magic, arcane magic, skills).</p><p></p><p>5) All classes are of equivalent power at the same levels.</p><p></p><p>So it works OK with strictly "by the book D&D", but the more you deviate from this model, the less accurate the CR/EL system is. Also, when creating your own monsters, you'll have a hard time gauging their appropriate XPs. I generally prefer XP per adventure goals rather than per monster/trap, but, on the other hand, XP per monster/trap does have its appeal, especially with more Gamist groups who'll want to be rewarded for defeating challenging opponents.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 3255295, member: 3297"] The CR/EL system. Looks like a brilliant idea on paper, but suffers from the fact that it is based on many playing-style assumptions: 1) You have 4 members in your party, all of similar level (this pitfall could be circumvented by dividing the total sum of levels in your party by the number of members to get the party's CR). 2) Magic (including magic items) is common in your game. 3) Monsters are overcome by combat (physical and/or magical) and not stealth or diplomacy. 4) Your party has a balanced mix of abilities (tank, divine magic, arcane magic, skills). 5) All classes are of equivalent power at the same levels. So it works OK with strictly "by the book D&D", but the more you deviate from this model, the less accurate the CR/EL system is. Also, when creating your own monsters, you'll have a hard time gauging their appropriate XPs. I generally prefer XP per adventure goals rather than per monster/trap, but, on the other hand, XP per monster/trap does have its appeal, especially with more Gamist groups who'll want to be rewarded for defeating challenging opponents. [/QUOTE]
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