it should average out that a single monster of equal level of a 4 member party would deplete 25% of daily resources to beat.I suppose the first question would be, how will you determine what an average PC of a given level is?
PCs being as unequal as they are at various levels depending on their composition.
Really cool idea. Some thoughts:OK, here is my first stab at a Monsters by Level table. The idea is that one monster roughly equals one "average" PC at the same level.
What is an "average" PC. I didn't get to fancy with it, but I tried to get an average HP & DPR and expected AC and attack bonus from level 1-20 for a 4 person group (cleric, fighter, rogue, wizard). This chart also assume magic items (see the +1, 2, & 3 in parentheses). I wanted to get peoples thoughts and then I will tweak these numbers. So what do you think? Is this a good place to start?
PS - When designing monsters the level is revised as noted in the DMG for CR, except you use this chart.
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I will think about it. However, if it doesn't matter I might as well keep what I have since I have already done it!Really cool idea. Some thoughts:
- You might remove the variance in damage per round. It’s not enough to matter. Just give an average.
Well this started as an exercise to explore my immortal rules. So I have tables going up to level 60 now with plans to go to level 120! I just want to get levels 1-20 right first to set a solid foundation.
- You might extend the levels up to 25 since I assume there’s some sway to what level monster a character might face. A 20th level character might face a level 25 monster, right?
That is possible, but as of now I am not changing the underlying math. I did a quick check and I could take a CR 5 Hill Giant as is and it would be a level 9 monster in my system. All the math is the same, so it should have the same band of usefulness. They only difference is the XP reward (I haven't decided what to do about that yet).One difficulty other systems have had with this approach is that monsters fall into a very narrow band in which they are an appropriate threat to PCs. This is why 5e went with challenge ratings. 4e, for example, has to have like five different stat blocks for ghouls so they remained an appropriate opponent for characters across levels. There’s no great way to deal with this in a horizontally-scaling level-based approach like this one but it’s worth understanding.
That is exactly what I mean though. It is hard because a system like 5e is so variable in PC power per level based on how a PC is configured, equipped, and played."Level 5 Monster = Level 5 PC" is never what is meant. Because what that means is that such a monster is of equal power, which means there is a 50/50 chance that PC would win or lose vs a fight against that monster, and those are not the odds such games are designed around.
Next, and related, is that in order for that to make sense there needs to be some sort of "standard challenge", which comes with a massive playstyle assumption. It assumes whatever this particular math is aiming for is something most people want most of their encounters to provide. And that isn't at all like my playstyle. 2014 5e used much more useful metrics for me (even if the math to get there doesn't work for my groups!) because it says what they mean by a "Easy", "Medium", etc encounters. Assuming a "standard" that is typically defined as being "standard" or " average" feels like a foreign language to me, because it's prescribing a playstyle I'm just supposed to understand. The same issue us there when defining a "standard" difficulty for a task (and often worse, because usually the definitions make no sense--how is a task the average person suited for it is supposed to succeed at about 50-60% supposed to be "Average difficulty?")
I plan to! Thank you for the analysis, I will have to get into it later and get back to you with my thoughts. Here is what I used for my HP and DPR figures at level 20. I then worked back from there. Why you ask{ because I am working on level 20+ content so I care about that more!
This assumes (at level 20) each PC has:
- Magic items: 2 uncommon, 2 rare, and 2 very rare
- Max primary stat + magic item boost (+3 to attack or save DC)
- Access to feats & multiclassing
Class Hit Points Damage / Round Cleric 143 69 Fighter 206 126 Rogue 143 81 Wizard 117 118 Average: 152 98
Also, at a 60% hit rate, it takes 3 rounds to take an at level opponent down.
Yes, I am not trying to match the DMG monster guidelines. This is one monster = 1 PC. Not 4 PCs against 1 monster.
That is what I did. I have a spreadsheet of a cleric, fighter, rogue, and wizard through all levels with the subclass, feat, equipment, and spells used. (though I haven't actually finished the cleric and rogue yet). I just made different choices than you . To be honest, I am a forever DM and don't make PCs so the process is very slow and painful for me!actual, concrete PCs, not super optimized, to base your monsters off of.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.