Lord Rahvin
11-13-2002, 12:46 AM
> Yep. I know very well what I wrote. The 5% refers to TPK, a situation the party should very well escape from. There`s also a 15% of all encounters that should be considered "deadly;" meaning a good chance of at least one PCC. Now, 5% *will* lose - that`s a bit harsh, isn`t it? In this context, *will* lose is the equivalent of the DM saying, "you die, no save, and you can`t run away, either." Gee, that`d be a fun game to play in - especially if the DM did it more than every 20 encounters, too. How often is the DM supposed to off-handedly kill the PCs? Every 10 encounters? 15.673% of all encounters? 27.894%? (I`m sure all those extra decimals are of supreme importance, since we`re into calculating the statistics of it all, I mean.)
---
I haven`t really been following this, but you guys are (sort of) on the
subject and I thought I`d chime in here with a bit of non-statistical
perspective. Though this is an analysis of the EL system for d20Modern, I
think these ideas are of significance to anyone discussing the way ELs or
CRs work in any d20 game.
I`ve recently picked up D20Modern, and the R&D people seem to have changed
their mind (slightly) on how the CR/EL function works. Mainly, the whole
5%/10%/15%/50% distribution of ELs has all been removed. Their only advice
now on the subject is to keep it varied; have some lower and have some
higher and they`re generally trying to get rid of the idea that parties are
going to frequently encounter ELs equal to their level, and that therefore,
they are always assumed to win combats.
Their only advice now is to keep it varied and keep it fun. They recommend
keeping all ELs roughly within 5 points lower or 5 points higher than the
party level. They do not give experience awards for any encounter higher
than "party level +8" or lower than "party level - 8", not because the DM
shouldn`t throw them in, but because they don`t believe any value they place
on the experience table would accurately reflect this type of encounter.
Their method of calculating the ELs are a bit different, too. Instead of
adding a +2 EL every time you double the number of creatures, you take the
average CR of all opposition (including traps, environmental hazards,
necessary key skill checks, and opponents) that will be encountered
simultaneously, and this average becomes the base EL. Apply +1 EL per
threat beyond one, to a maximum of +6. Raise or lower the EL by 1/3 for
extreme tactical advantage. Finally, if the situation is Low Threat
(non-combat encounter that could potentially erupt into danger) then drop
the EL by half. "No Threat" encounters are dropped by 1/4.
So, 3 Goblins(CR 1) and a Gargoyle(CR 4) in a standard combat encounter
would count as EL 5.5, round down to 5. 11 Goblins(CR 1) would come out to
EL 7. A Gorgoyle(CR 4) and 11 Goblins (CR 1) would come out to EL 7.5,
round down to EL 7. Entering into "hostile negotiations" with this Gargoyle
(CR 4) and his band of eleven Goblin (CR 1) thugs using a (DC 26) Diplomacy
check (CR 3) would drop the encounter level to (9/2=4.5) EL 4.
Although it wasn`t really stated anywhere, there also seems to be a general
emphasis on ELs being calculated and used after playing sessions for
purposes of determining experience, rather than being used as a tool to
construct adventure modules.
Now there are a lot of problems with even this view of CRs and ELs, not the
least of which is still the idea that NPC classes are still CR equal to
level -1. There are many distinct differences between D&D and d20Modern so
I`m not suggesting that what applies to one automatically applies to the
other. D20Modern has less spells and lower base attack bonuses, goblins and
such are more of a threat due to massive damage, and most higher CR monsters
will have conventional weaknesses (unfortunately not taken into account for
purposes of CR and EL) and in a Modern setting not only is there less an
emphasis on toe-to-toe melee combat exchanges, but the use of technology,
communication, firearms, and charisma-based attack options changes even the
nature of those melee exchanges. And, of course, Action Points(D20Modern)
and Magical Items(D&D) change everything.
But I think its worth noting that you could play around with those
5%/10%/15%/50% distributions, even going so far as to disregard them
altogether, and the system does not break down. The CR and EL systems
aren`t that great to begin with and playing around with them doesn`t destroy
them. You could toss in plenty of "Overwhelming" encounters if it fits your
playing style, and it doesn`t destroy the system. PCs don`t have to level
up every 12 encounters. You don`t even really *have to* even know the party
level when designing your adventure. Players will find a way to beat it
because their players and that`s what players do. They might need your help
once in a while. It would help to let them generally know what to expect in
terms of relative difficulty. But you could do it. PCs don`t automatically
die. They still get plenty of experience. DMs don`t necessarily get dice
thrown at them. Encounter Level distribution ratios aren`t the only way to
run the game. Most games don`t even have `em. CRs are meant to provide
adequite rewards (within the limits of the experience system), and provide a
measure of challenge (it`s questionable whether they do this well). It
wasn`t meant to dictate how the game should be played, what kind of
encounters you can and can`t use in your games, or how often PCs should be
put into life-threatening situations.
-Lord Rahvin
************************************************** **************************
The Birthright Homepage: http://www.birthright.net
Birthright-l Archives: http://oracle.wizards.com/archives/birthright-l.html
To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM
with UNSUB BIRTHRIGHT-L in the body of the message.
---
I haven`t really been following this, but you guys are (sort of) on the
subject and I thought I`d chime in here with a bit of non-statistical
perspective. Though this is an analysis of the EL system for d20Modern, I
think these ideas are of significance to anyone discussing the way ELs or
CRs work in any d20 game.
I`ve recently picked up D20Modern, and the R&D people seem to have changed
their mind (slightly) on how the CR/EL function works. Mainly, the whole
5%/10%/15%/50% distribution of ELs has all been removed. Their only advice
now on the subject is to keep it varied; have some lower and have some
higher and they`re generally trying to get rid of the idea that parties are
going to frequently encounter ELs equal to their level, and that therefore,
they are always assumed to win combats.
Their only advice now is to keep it varied and keep it fun. They recommend
keeping all ELs roughly within 5 points lower or 5 points higher than the
party level. They do not give experience awards for any encounter higher
than "party level +8" or lower than "party level - 8", not because the DM
shouldn`t throw them in, but because they don`t believe any value they place
on the experience table would accurately reflect this type of encounter.
Their method of calculating the ELs are a bit different, too. Instead of
adding a +2 EL every time you double the number of creatures, you take the
average CR of all opposition (including traps, environmental hazards,
necessary key skill checks, and opponents) that will be encountered
simultaneously, and this average becomes the base EL. Apply +1 EL per
threat beyond one, to a maximum of +6. Raise or lower the EL by 1/3 for
extreme tactical advantage. Finally, if the situation is Low Threat
(non-combat encounter that could potentially erupt into danger) then drop
the EL by half. "No Threat" encounters are dropped by 1/4.
So, 3 Goblins(CR 1) and a Gargoyle(CR 4) in a standard combat encounter
would count as EL 5.5, round down to 5. 11 Goblins(CR 1) would come out to
EL 7. A Gorgoyle(CR 4) and 11 Goblins (CR 1) would come out to EL 7.5,
round down to EL 7. Entering into "hostile negotiations" with this Gargoyle
(CR 4) and his band of eleven Goblin (CR 1) thugs using a (DC 26) Diplomacy
check (CR 3) would drop the encounter level to (9/2=4.5) EL 4.
Although it wasn`t really stated anywhere, there also seems to be a general
emphasis on ELs being calculated and used after playing sessions for
purposes of determining experience, rather than being used as a tool to
construct adventure modules.
Now there are a lot of problems with even this view of CRs and ELs, not the
least of which is still the idea that NPC classes are still CR equal to
level -1. There are many distinct differences between D&D and d20Modern so
I`m not suggesting that what applies to one automatically applies to the
other. D20Modern has less spells and lower base attack bonuses, goblins and
such are more of a threat due to massive damage, and most higher CR monsters
will have conventional weaknesses (unfortunately not taken into account for
purposes of CR and EL) and in a Modern setting not only is there less an
emphasis on toe-to-toe melee combat exchanges, but the use of technology,
communication, firearms, and charisma-based attack options changes even the
nature of those melee exchanges. And, of course, Action Points(D20Modern)
and Magical Items(D&D) change everything.
But I think its worth noting that you could play around with those
5%/10%/15%/50% distributions, even going so far as to disregard them
altogether, and the system does not break down. The CR and EL systems
aren`t that great to begin with and playing around with them doesn`t destroy
them. You could toss in plenty of "Overwhelming" encounters if it fits your
playing style, and it doesn`t destroy the system. PCs don`t have to level
up every 12 encounters. You don`t even really *have to* even know the party
level when designing your adventure. Players will find a way to beat it
because their players and that`s what players do. They might need your help
once in a while. It would help to let them generally know what to expect in
terms of relative difficulty. But you could do it. PCs don`t automatically
die. They still get plenty of experience. DMs don`t necessarily get dice
thrown at them. Encounter Level distribution ratios aren`t the only way to
run the game. Most games don`t even have `em. CRs are meant to provide
adequite rewards (within the limits of the experience system), and provide a
measure of challenge (it`s questionable whether they do this well). It
wasn`t meant to dictate how the game should be played, what kind of
encounters you can and can`t use in your games, or how often PCs should be
put into life-threatening situations.
-Lord Rahvin
************************************************** **************************
The Birthright Homepage: http://www.birthright.net
Birthright-l Archives: http://oracle.wizards.com/archives/birthright-l.html
To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM
with UNSUB BIRTHRIGHT-L in the body of the message.