The Mormegil
2014-01-18, 07:01 AM
One of my gaming groups is adamant in wanting to play 3.5 (or 3.P doesn't really matter to us). I'm going to DM that, and I remember how it went back in the day... with terror.
What I really really dread is the CR system, and encounter planning. I'm looking for advice on how to handle that. Or homebrew fixes or something, I don't know. I just want a reliable way to plan an encounter that's not too hard or too easy without having to spend 3 hours on it.
Specifically, I have a problem with the following:
1) More than one enemy kinda breaks the system. Larger groups especially. You can't be sure how putting together monsters will impact the encounter's difficulty.
2) Caster monsters tend to provide a much higher challenge for their rating. Buffs can make their allies too strong for their level, at will magical abilities often break the system too (the Ice Wall spam...).
3) Templates break the system (broken templates are especially egregious).
4) Class levels break the system. HD advancement often breaks the system. The end results are unpredictable and often off scale.
5) Using NPCs often breaks the system. This is due to the highly volatile character creation.
6) Gear breaks the system. There are no real guidelines on how it works.
7) Changing the base sheet of the monster (like adjusting feats or even skills) can break the system. Adjusting the feats of a troll can easily make it a LOT harder to beat while it should still be CR 5.
The above can be avoided if need be by abiding to the "single monster of appropriate CR" paradigm (plus avoiding casters), which frankly sucks. However...
8) CR is very dependent on the party. The same creatures can provide very different challenges to different groups. Preparation also plays a huge impact.
9) CR isn't a good reflection of danger. Bodak encounters are a lot more dangerous than Treant encounters even though the CR is the same.
10) CR isn't a good reflection of monster power. Compare an Ogre Mage (at-will invisibility, flight, darkness, change shape, regeneration, a 9d6 cone of cold and much more) to a treant (+2 AC, +30 hp, -1 melee damage, almost useless trample, no range, useless DR, vulnerability to fire). Same CR, but one is clearly more powerful than the other (unless you can get the drop on them, in which case both are pretty much dead before they can act).
Also, is PF significantly better than 3.5 in this regard? Their monster database is not as large (probably a plus) and the XP budget seems a good step forward. I never tried it though.
Also, any good advice to avoid rocket tag gameplay?
What I really really dread is the CR system, and encounter planning. I'm looking for advice on how to handle that. Or homebrew fixes or something, I don't know. I just want a reliable way to plan an encounter that's not too hard or too easy without having to spend 3 hours on it.
Specifically, I have a problem with the following:
1) More than one enemy kinda breaks the system. Larger groups especially. You can't be sure how putting together monsters will impact the encounter's difficulty.
2) Caster monsters tend to provide a much higher challenge for their rating. Buffs can make their allies too strong for their level, at will magical abilities often break the system too (the Ice Wall spam...).
3) Templates break the system (broken templates are especially egregious).
4) Class levels break the system. HD advancement often breaks the system. The end results are unpredictable and often off scale.
5) Using NPCs often breaks the system. This is due to the highly volatile character creation.
6) Gear breaks the system. There are no real guidelines on how it works.
7) Changing the base sheet of the monster (like adjusting feats or even skills) can break the system. Adjusting the feats of a troll can easily make it a LOT harder to beat while it should still be CR 5.
The above can be avoided if need be by abiding to the "single monster of appropriate CR" paradigm (plus avoiding casters), which frankly sucks. However...
8) CR is very dependent on the party. The same creatures can provide very different challenges to different groups. Preparation also plays a huge impact.
9) CR isn't a good reflection of danger. Bodak encounters are a lot more dangerous than Treant encounters even though the CR is the same.
10) CR isn't a good reflection of monster power. Compare an Ogre Mage (at-will invisibility, flight, darkness, change shape, regeneration, a 9d6 cone of cold and much more) to a treant (+2 AC, +30 hp, -1 melee damage, almost useless trample, no range, useless DR, vulnerability to fire). Same CR, but one is clearly more powerful than the other (unless you can get the drop on them, in which case both are pretty much dead before they can act).
Also, is PF significantly better than 3.5 in this regard? Their monster database is not as large (probably a plus) and the XP budget seems a good step forward. I never tried it though.
Also, any good advice to avoid rocket tag gameplay?