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[5.0] Chocobos!
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<blockquote data-quote="Tormyr" data-source="post: 6563733" data-attributes="member: 6776887"><p>Yellow and black are spot on. Red is a bit harder. Doing it quickly I get CR 2 for the red, but then I thought about it more.</p><p></p><p>The red one is tricky for a couple of reasons:</p><p>1. Even though resistance is only supposed to bump effective HP if a creature has multiple resistances, some creatures seem to have the hp bump even if their only resistance is poison. Including the fire here would bump the effective hp to 156 total and the CR to 4. In this case I might not worry about it though.</p><p>2. DPR for area of effect spells is not clearly defined. After reverse engineering a bunch of the magic users in the MM, the criteria that seems to fit the best is to use the determining area of effect table on page 249 of the DMG to determine the number of creatures hit and assume they all make their saving throws. The most efficient damage must also be used. MMM gives 6 meteors, and 2 can be used each turn. The blast has a 5 foot radius. The DMG suggests dividing radius spells by 5 to get number of creatures hit. So each meteor hits 1 creature for 7 (2d6) damage. 2 meteors per round, with targets making their saves is 7 damage per round from the meteors. The first round red casts the spell, the second and third rounds it does 9 damage from its bite. So average DPR is 13.</p><p></p><p>At this point, my by the book interpretation would be CR2. However, because there is both the possibility of some of those meteors hitting 2 creatures and the fire resistance, I think CR 3 could be more accurate, and in play testing it may work as a 3 or 4. The way I do playtesting for any creature of CR1 to CR5 is to take the fighter, wizard, cleric, and rogue pregens from the starter set at the equivalent level as the creature's CR and run one or more straight up battles against the creature. These should be medium difficulty battles. The pregens should defeat the creature in about three rounds with a few resources used. If the pregens reliably kill the creature in about 3 rounds with only a few resources burned and no death, the CR is probably correct. If the creature seems useless or gets annihilated in a round or two, the guessed at CR is too high. If the creature starts killing the pregens, the CR is too low.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6563733, member: 6776887"] Yellow and black are spot on. Red is a bit harder. Doing it quickly I get CR 2 for the red, but then I thought about it more. The red one is tricky for a couple of reasons: 1. Even though resistance is only supposed to bump effective HP if a creature has multiple resistances, some creatures seem to have the hp bump even if their only resistance is poison. Including the fire here would bump the effective hp to 156 total and the CR to 4. In this case I might not worry about it though. 2. DPR for area of effect spells is not clearly defined. After reverse engineering a bunch of the magic users in the MM, the criteria that seems to fit the best is to use the determining area of effect table on page 249 of the DMG to determine the number of creatures hit and assume they all make their saving throws. The most efficient damage must also be used. MMM gives 6 meteors, and 2 can be used each turn. The blast has a 5 foot radius. The DMG suggests dividing radius spells by 5 to get number of creatures hit. So each meteor hits 1 creature for 7 (2d6) damage. 2 meteors per round, with targets making their saves is 7 damage per round from the meteors. The first round red casts the spell, the second and third rounds it does 9 damage from its bite. So average DPR is 13. At this point, my by the book interpretation would be CR2. However, because there is both the possibility of some of those meteors hitting 2 creatures and the fire resistance, I think CR 3 could be more accurate, and in play testing it may work as a 3 or 4. The way I do playtesting for any creature of CR1 to CR5 is to take the fighter, wizard, cleric, and rogue pregens from the starter set at the equivalent level as the creature's CR and run one or more straight up battles against the creature. These should be medium difficulty battles. The pregens should defeat the creature in about three rounds with a few resources used. If the pregens reliably kill the creature in about 3 rounds with only a few resources burned and no death, the CR is probably correct. If the creature seems useless or gets annihilated in a round or two, the guessed at CR is too high. If the creature starts killing the pregens, the CR is too low. [/QUOTE]
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