mmu1 said:the DMs who play the strange game of exploiting the (crappy to begin with) CR design guildelines to make custom monsters overpowered for their CR
helium3 said:It's odd. I've found that a half-way competent group of adventurers can usually beat the snot out of any monster of the appropriate EL using the CR guidelines. Unless of course the entire party consists of warlock/bard type multi-class characters.
Thus, advancing some monsters with the intent of making them more difficult than they should be is critical if you want to keep your combat encounters fresh and challenging.
I think the CR system is just fine and have had zero problems with following it to the letter.
Well, you're doing it correctly regardless!el-remmen said:I have never bothered to figure out an EL - and would not even know where to begin (nor care to).
I use monster CRs as a guideline to determine the difficulty of an encounter.
Odhanan said:The DMG itself does not present the CR/EL system as something someone would "have to adhere to" in a strict rules sense. There are no hard rules with the CR/EL system, just suggestions.
MerricB said:Although it's more a guideline than a strict rule, I think it's one of the most useful things in 3e D&D. Sure, you can break it, but the values are very, very close to true most of the time.
Cheers!