BRC
2014-02-14, 04:01 PM
I'm currently in an investigation-based E6 campaign.
One case involved the Animate Dead spell (A murder victim had been animated into a zombie and then sent to "Commit suicide", with the caster taking off the spell immediately afterwards).
Because of this the party's forensic wizard knew that we were dealing with an especially powerful Cleric or Wizard, since only the most powerful spellcasters in this setting would have access to the spell (He ended up being a Wizard with access to a 4th level spell somehow, but the campaign wasn't about combat, and we got him to turn himself in. That's not important).
This was fine, and it worked for the game, however it got me thinking, is this sort of mechanical consistency important in all games?
Consider the following archetypal scenario: An evil necromancer has set up in a nearby ruin, animating skeletons to defend him. That's about as generic as a fantasy adventure hook can get, and I'm sure you can all imagine it: Evil necromancer wearing his evil robes with some sword-wielding skeletons.
Going by Defaults, the Human Warrior skeleton (The generic Skeleton minion everybody is picturing) is CR 1/3. In order to Animate them, the Evil Necromancer must be at least 5th level. Assuming the Necromancer in question is a Wizard (as your Archetypical Evil Necromancer is usually depicted as a robe-wearing spellcaster rather than an armor-wearing Cleric) he must be at least 7th level in order to animate his bodyguards.
Pretend for a moment that the CR system isn't a huge joke. A party for whom a 7th level character is a good boss fight (lets go with 4th or 5th level) is also a party that won't be challenged by CR 1/3 skeletons.
Okay, that's not entirely true. According to the Encounter Calculator if the Necromancer sent all 28 of his skeletons at the PCs all at once it would be a CR6 encounter, a fine fight for 4 ECL 5 characters, but from a gameplay perspective such an encounter would be a miserable and unwieldy experience for all involved. Besides, I'm not sure I trust the Encounter Calculator, Challenge ratings don't scale all that well.
Sending in two waves of 14 skeletons works out a little better with two CR4 encounters, but once again 18 combatants in a fight is unwieldy.
My point is that, according to RAW, the iconic scenario of a Necromancer in his tower guarded by skeletons doesn't fit very well within DnD if you demand mechanical consistency, which is to say If you demand that the necromancer actually be able to animate those skeletons.
Which was an overly-long and roundabout way of asking my central question. How important do you believe mechanical consistency is in terms of running a game. Not just when it comes to dice being rolled, but when it comes to building backstory and setting up the world?
One case involved the Animate Dead spell (A murder victim had been animated into a zombie and then sent to "Commit suicide", with the caster taking off the spell immediately afterwards).
Because of this the party's forensic wizard knew that we were dealing with an especially powerful Cleric or Wizard, since only the most powerful spellcasters in this setting would have access to the spell (He ended up being a Wizard with access to a 4th level spell somehow, but the campaign wasn't about combat, and we got him to turn himself in. That's not important).
This was fine, and it worked for the game, however it got me thinking, is this sort of mechanical consistency important in all games?
Consider the following archetypal scenario: An evil necromancer has set up in a nearby ruin, animating skeletons to defend him. That's about as generic as a fantasy adventure hook can get, and I'm sure you can all imagine it: Evil necromancer wearing his evil robes with some sword-wielding skeletons.
Going by Defaults, the Human Warrior skeleton (The generic Skeleton minion everybody is picturing) is CR 1/3. In order to Animate them, the Evil Necromancer must be at least 5th level. Assuming the Necromancer in question is a Wizard (as your Archetypical Evil Necromancer is usually depicted as a robe-wearing spellcaster rather than an armor-wearing Cleric) he must be at least 7th level in order to animate his bodyguards.
Pretend for a moment that the CR system isn't a huge joke. A party for whom a 7th level character is a good boss fight (lets go with 4th or 5th level) is also a party that won't be challenged by CR 1/3 skeletons.
Okay, that's not entirely true. According to the Encounter Calculator if the Necromancer sent all 28 of his skeletons at the PCs all at once it would be a CR6 encounter, a fine fight for 4 ECL 5 characters, but from a gameplay perspective such an encounter would be a miserable and unwieldy experience for all involved. Besides, I'm not sure I trust the Encounter Calculator, Challenge ratings don't scale all that well.
Sending in two waves of 14 skeletons works out a little better with two CR4 encounters, but once again 18 combatants in a fight is unwieldy.
My point is that, according to RAW, the iconic scenario of a Necromancer in his tower guarded by skeletons doesn't fit very well within DnD if you demand mechanical consistency, which is to say If you demand that the necromancer actually be able to animate those skeletons.
Which was an overly-long and roundabout way of asking my central question. How important do you believe mechanical consistency is in terms of running a game. Not just when it comes to dice being rolled, but when it comes to building backstory and setting up the world?