This would be a pretty involved project with a lot of playtesting to really fine tune, but one of the big complaints I always see about the CR system is that it doesn't account for magic items, and so it becomes unreliable at later levels. My group is about to hit level 10, and I've been pretty generous with magic items and I'm starting to notice this.
What seems like the obvious fix at first glance is to go through the Magic Item list and assign a negative CR rating to anything that could provide an edge in combat. Then when building the encounter, you apply the total negative CR of all party magic items to the total Monster CR to get an idea of how much harder the fight needs to be in order to have the adequate level of challenge.
This is a random idea I had this morning, so I haven't put any work into what those values would be, but I wanted to pitch it here first. Don't feel bad about shooting it down or pointing out where it's been done elsewhere. That's part of what I'm looking for.
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This would be a pretty involved project with a lot of playtesting to really fine tune, but one of the big complaints I always see about the CR system is that it doesn't account for magic items, and so it becomes unreliable at later levels. My group is about to hit level 10, and I've been pretty generous with magic items and I'm starting to notice this.
What seems like the obvious fix at first glance is to go through the Magic Item list and assign a negative CR rating to anything that could provide an edge in combat. Then when building the encounter, you apply the total negative CR of all party magic items to the total Monster CR to get an idea of how much harder the fight needs to be in order to have the adequate level of challenge.
This is a random idea I had this morning, so I haven't put any work into what those values would be, but I wanted to pitch it here first. Don't feel bad about shooting it down or pointing out where it's been done elsewhere. That's part of what I'm looking for.