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  1. - Top - End - #1
    Bugbear in the Playground
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    Apr 2007

    Default [3.5] Fractional CRs (or, how to handle CR 14.5)

    3.5 => If I'm advancing a monster with non-associated class levels, how do I adjust the CR fraction if the monster has odd numbered hit dice?

    For example: A dark naga is a 'caster' type monster with 9 hit dice. Barbarian levels are thus non-associated, so the CR advancement is 0.5 CR per level until it has 9 levels of barbarian. I want to add 11 levels of Barbarian. 9 of those levels get the non-associated progression of .5 CR per level, and the 10th and 11th levels give +1 CR each. So now, the Naga's CR is now 14.5 (8 CR base + 4.5 for 9 levels at +.5 CR per level + 2 for 2 levels are +1 CR per level).

    Fraction rules say I round down to CR 14, but that feels wrong (giving the monster 'free' extra levels and hit dice). I couldn't find this covered in the rules anywhere.

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    Troll in the Playground
     
    WhiteWizardGirl

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    Default Re: [3.5] Fractional CRs (or, how to handle CR 14.5)

    You actually don't end up with a fraction because the advancement for non-associated is 1 CR per to levels, not .5 CR per level. As the last non-associated level of Barbarian in this example is un-paired it doesn't currently count toward CR.

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    Ettin in the Playground
     
    Zeta Kai's Avatar

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    Default Re: [3.5] Fractional CRs (or, how to handle CR 14.5)

    I hate to be so dismissive, but the CR "system"** is completely borked to hell. And adding decimals doesn't help anything when the integers don't function. Just let it go, pit your monster again your party, & hope for the best; if they live, then reward them with treasure; if they die, then reward their next characters with treasure.

    ** = The system here is a wild mass guess based on eyeballing the creature's ability to fight an arbitrary number of PCs using unoptimized tactics & fulfilling sub-optimal/obsolete party roles while expending an arbitrary amount of personal resources, any one of those assumptions being extremely variable & prone to being as accurate as picking a random number off a dartboard.

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    Dwarf in the Playground
     
    GnomePirate

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    Default Re: [3.5] Fractional CRs (or, how to handle CR 14.5)

    As much as i hate to just dissmiss a rule, he is right. However you need a number for the experience points and 14.5 isn't on the chart. I'd just let them fight it, if it was a little to tough give exp as if it were 15 if it was a little to easy give exp like it was 14. or go the "super accurate" route and split the difference.

  5. - Top - End - #5
    Barbarian in the Playground
     
    Zom B's Avatar

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    Default Re: [3.5] Fractional CRs (or, how to handle CR 14.5)

    Quote Originally Posted by Sir.Swindle View Post
    As much as i hate to just dissmiss a rule, he is right. However you need a number for the experience points and 14.5 isn't on the chart.
    "Well, there's no entry for a 14.5 challenge rating on the chart, so no experience for that encounter. Sorry everybody!"

    or go the "super accurate" route and split the difference.
    This.
    Zombitar courtesy of Djinn_In_Tonic.

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    SwashbucklerGuy

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    Default Re: [3.5] Fractional CRs (or, how to handle CR 14.5)

    Quote Originally Posted by SpikeFightwicky View Post
    Fraction rules say I round down to CR 14, but that feels wrong (giving the monster 'free' extra levels and hit dice). I couldn't find this covered in the rules anywhere.
    Wow, one extra non-associated level on a CR 14 creature. That'll break game balance in twain.

    Don't sweat the small stuff.

  7. - Top - End - #7
    Troll in the Playground
     
    NecromancerGirl

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    Default Re: [3.5] Fractional CRs (or, how to handle CR 14.5)

    I suspect the official answer is "call it CR 15, and add another level of barbarian if it seems weak".
    Last edited by lesser_minion; 2009-12-07 at 09:25 AM.

  8. - Top - End - #8
    Titan in the Playground
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    Default Re: [3.5] Fractional CRs (or, how to handle CR 14.5)

    I thought CR was only important for truenamers and is nothing but a poor tool for DMs to judge the monster's relative power. Do you have a truenamer in your group?
    A wise monk trains both mind and body, but a smart monk is actually a swordsage.

  9. - Top - End - #9
    Bugbear in the Playground
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    Apr 2007

    Default Re: [3.5] Fractional CRs (or, how to handle CR 14.5)

    Quote Originally Posted by Sliver View Post
    I thought CR was only important for truenamers and is nothing but a poor tool for DMs to judge the monster's relative power. Do you have a truenamer in your group?
    It's not for monster power or truenamer-isms, it's mainly for XP distribution. I'm not really worried about monster balance (unless the players call me on it because they think a challenge is too high/low) and except for one or two players in my usual group that might be interested if I use a 'created' monster they like, the players never know what CRs they're up against. The main issue is that by RAW, I should either treat the monster as CR 14 (round fractions down) for XP purposes, or treat it as one CR 14 monster and a CR 1/2 monster (which doesn't make much sense either). For all the players know, they're getting the correct amount of XP regardless, but I feel like they're missing out.

    I think the 'middle of the road' XP between CR 14 and 15 seems like a fairer solution.

  10. - Top - End - #10
    Titan in the Playground
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    Default Re: [3.5] Fractional CRs (or, how to handle CR 14.5)

    Quote Originally Posted by SpikeFightwicky View Post
    I think the 'middle of the road' XP between CR 14 and 15 seems like a fairer solution.
    And the logical one.. But it is still guidelines only.. If a higher CR battle was easy for the party but a lower one was more taxing, the lower one should give the better XP (if it wasn't harder because they dealt with it poorly).. XP should be given after some thought..
    A wise monk trains both mind and body, but a smart monk is actually a swordsage.

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