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Fixing Challenge Rating
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<blockquote data-quote="mearls" data-source="post: 9243482" data-attributes="member: 697"><p>HP loss is a starting point, mainly because it gets us a sense of whether the party wins or loses. I'd like to fold in other resources once I have a good sense of how to model how spending resources shortens up encounters.</p><p></p><p>Not to get ahead of myself, but the class design I'm working on is built to make tracking this easier by using a spell point-style system, specifically to make it easier for devs to understand how burning resources relates to encounter difficulty.</p><p></p><p>Love the encounter flow chart you appended - I chuckled when you called out creatures that circumvent hit points. It's funny that we have hit points as our health measure, but a lot of design effort is spent finding ways to hit other parts of a character (conditions, battlefield obstacles and so on). Capturing that in a tool is tricky.</p></blockquote><p></p>
[QUOTE="mearls, post: 9243482, member: 697"] HP loss is a starting point, mainly because it gets us a sense of whether the party wins or loses. I'd like to fold in other resources once I have a good sense of how to model how spending resources shortens up encounters. Not to get ahead of myself, but the class design I'm working on is built to make tracking this easier by using a spell point-style system, specifically to make it easier for devs to understand how burning resources relates to encounter difficulty. Love the encounter flow chart you appended - I chuckled when you called out creatures that circumvent hit points. It's funny that we have hit points as our health measure, but a lot of design effort is spent finding ways to hit other parts of a character (conditions, battlefield obstacles and so on). Capturing that in a tool is tricky. [/QUOTE]
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