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<blockquote data-quote="Grazzt" data-source="post: 6382476" data-attributes="member: 7"><p>Definitely add the "How do you figure attack bonus, saves, skills, etc.</p><p></p><p>Skills, attacks, and saves are ability bonus + proficiency bonus. Prof. bonus is based on CR not the monster's Hit Dice.</p><p></p><p>Some monsters have expertise on skills or saves (similar to the rogue's ability; add double the prof. bonus to the skill or save). If it makes sense that the monster has really good senses, or is really good at hiding or sneaking, or is really good at resisting poisons, diseases, etc...it probably has double it's prof. on the save or skill. Doesn't seem to be a pattern (all beasts have this or all monstrosities have that....if it makes sense for the monster, it has it)</p><p></p><p>CR appears to influence hit points, AC, expected damage output, and some other things. (I've taken all the monsters released thus far and dumped AC, HD, hp, attack, damage output, and some other stuff into Excel; there are ranges and patterns the monsters fall into). I believe when we get the rules for monster creation (DMG I hear), we will see something similar to (or a blend of) the Pathfinder monster creation table and the monster creation chart from 4e.</p><p></p><p>HP are figured as in 3.x or PF. (HD X avg of die type) + (Con bonus X Hit Dice)</p><p></p><p>Hit Dice for monsters appear really be nothing more than a way to arrive at the range of HP appropriate to the monster's CR. Hit Dice are based on size (d4 Tiny, d6 Small, d8 Medium, d10 Large, d12 Huge, d20 Gargantuan). They don't govern saves, skills, or attack bonus any more. </p><p></p><p>Monster type appears to no longer includes a laundry list of specific abilities, resistances, weaknesses, etc. Like in 3.x where all magical beasts had this, this, this, and this. Or all mindless undead were immune to mind-affecting effects. There are some that seem to kinda follow a pattern (demons and devils and their resistances for example), but some don't (like being able to charm what used to be vermin or used to be mindless undead). Some former vermin or mindless may be immune to being charmed or frightened or whatever, but some may not.</p><p></p><p>Spell attack and save DC appear to follow the same formula as PCs. </p><p></p><p>Save DCs for monsters. Some (like grapples IIRC) appear as DC 10 + Str modifier. Other save DCs (again IIRC) appear to be DC 10 + prof bonus (or maybe Con bonus, I don't recall at the moment).</p></blockquote><p></p>
[QUOTE="Grazzt, post: 6382476, member: 7"] Definitely add the "How do you figure attack bonus, saves, skills, etc. Skills, attacks, and saves are ability bonus + proficiency bonus. Prof. bonus is based on CR not the monster's Hit Dice. Some monsters have expertise on skills or saves (similar to the rogue's ability; add double the prof. bonus to the skill or save). If it makes sense that the monster has really good senses, or is really good at hiding or sneaking, or is really good at resisting poisons, diseases, etc...it probably has double it's prof. on the save or skill. Doesn't seem to be a pattern (all beasts have this or all monstrosities have that....if it makes sense for the monster, it has it) CR appears to influence hit points, AC, expected damage output, and some other things. (I've taken all the monsters released thus far and dumped AC, HD, hp, attack, damage output, and some other stuff into Excel; there are ranges and patterns the monsters fall into). I believe when we get the rules for monster creation (DMG I hear), we will see something similar to (or a blend of) the Pathfinder monster creation table and the monster creation chart from 4e. HP are figured as in 3.x or PF. (HD X avg of die type) + (Con bonus X Hit Dice) Hit Dice for monsters appear really be nothing more than a way to arrive at the range of HP appropriate to the monster's CR. Hit Dice are based on size (d4 Tiny, d6 Small, d8 Medium, d10 Large, d12 Huge, d20 Gargantuan). They don't govern saves, skills, or attack bonus any more. Monster type appears to no longer includes a laundry list of specific abilities, resistances, weaknesses, etc. Like in 3.x where all magical beasts had this, this, this, and this. Or all mindless undead were immune to mind-affecting effects. There are some that seem to kinda follow a pattern (demons and devils and their resistances for example), but some don't (like being able to charm what used to be vermin or used to be mindless undead). Some former vermin or mindless may be immune to being charmed or frightened or whatever, but some may not. Spell attack and save DC appear to follow the same formula as PCs. Save DCs for monsters. Some (like grapples IIRC) appear as DC 10 + Str modifier. Other save DCs (again IIRC) appear to be DC 10 + prof bonus (or maybe Con bonus, I don't recall at the moment). [/QUOTE]
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