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[5.0] Chocobos!
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<blockquote data-quote="evilbob" data-source="post: 6563758" data-attributes="member: 9789"><p>You have nailed my exact thoughts on the red. I used a slightly different way to calculate it all up but reached the same conclusion. The thing that makes this extra tricky is that the spell is only 3 rounds, 1/day, and it's meant to be used at range - like 120' range. If this creature is doing spell damage and attacking in melee on the same turn, it's actually at a huge disadvantage, because of concentration checks and the real power of the spell IS the range - plus the creature has a 60' movement, so keeping foes at range for 3 rounds should be trivial. But once the spell is over, it's basically just a CR 2 brute with fire resistance. So the "average" DPR is more like (9 + 7) / 2 = 8, as opposed to 13, in practice (the spell actually LOWERS the DPR, hilariously). And I agree that the fire resistance is almost more flavor than anything else; sure it will give the wizard pause when <em>scorching ray</em> does half damage, but that won't stop the fighter from pummeling it.</p><p></p><p>Part of the issue, though, is that I can't really come up with a good way lore-wise to raise its CR without boosting its HP, and it's already pretty high. Or giving it more per-day uses of its spell - but that just seems gratuitous, and possibly will push too far the other way. One more hit die might be enough, I guess: that puts it at 84 HP and firmly into CR 3 land given its other attributes.</p><p></p><p>As an aside, I really liked your CR generator; it didn't really have any instructions on how to use it, and it took a while of messing with it to really figure out what you were trying to do with it, but I think I get it now and it's especially great at the whole HP / AC / damage stuff. I might put a few notes on it - like the "expected CR" is really just for reference, and you probably want to use the DMG notes along with this tool, and only fill in the yellow boxes. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> It also suffers from the same thing the DMG suffers from: the idea of "effective X" vs. X is just confusing until you understand it. But overall it's really helpful - thanks a bunch!</p></blockquote><p></p>
[QUOTE="evilbob, post: 6563758, member: 9789"] You have nailed my exact thoughts on the red. I used a slightly different way to calculate it all up but reached the same conclusion. The thing that makes this extra tricky is that the spell is only 3 rounds, 1/day, and it's meant to be used at range - like 120' range. If this creature is doing spell damage and attacking in melee on the same turn, it's actually at a huge disadvantage, because of concentration checks and the real power of the spell IS the range - plus the creature has a 60' movement, so keeping foes at range for 3 rounds should be trivial. But once the spell is over, it's basically just a CR 2 brute with fire resistance. So the "average" DPR is more like (9 + 7) / 2 = 8, as opposed to 13, in practice (the spell actually LOWERS the DPR, hilariously). And I agree that the fire resistance is almost more flavor than anything else; sure it will give the wizard pause when [I]scorching ray[/I] does half damage, but that won't stop the fighter from pummeling it. Part of the issue, though, is that I can't really come up with a good way lore-wise to raise its CR without boosting its HP, and it's already pretty high. Or giving it more per-day uses of its spell - but that just seems gratuitous, and possibly will push too far the other way. One more hit die might be enough, I guess: that puts it at 84 HP and firmly into CR 3 land given its other attributes. As an aside, I really liked your CR generator; it didn't really have any instructions on how to use it, and it took a while of messing with it to really figure out what you were trying to do with it, but I think I get it now and it's especially great at the whole HP / AC / damage stuff. I might put a few notes on it - like the "expected CR" is really just for reference, and you probably want to use the DMG notes along with this tool, and only fill in the yellow boxes. :) It also suffers from the same thing the DMG suffers from: the idea of "effective X" vs. X is just confusing until you understand it. But overall it's really helpful - thanks a bunch! [/QUOTE]
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