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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
acolyte squad casting sleep
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<blockquote data-quote="lichmaster" data-source="post: 9737124" data-attributes="member: 6683330"><p>I did some digging in the math.</p><p>First of all, the table for designing monsters has a very weird quirk at CR 7 an 8. Except at those levels, from CR 1 to CR 21 it's simply HP=15x(CR+1). If we were consistent with this rule, we'd have 120HP for CR 7 (instead of 125). This is 100% what I'm going to do.</p><p>Damage is simply HP/3, so 5x(CR+1).</p><p></p><p>From this we can deduce:</p><ul> <li data-xf-list-type="ul">multiplying HP and damage by the same factor gives consistent results (doubling HP results in double damage).</li> <li data-xf-list-type="ul">results will stay reasonable if original creature's HP and damage are not too far off from the target value. The more actual values diverge from the target, the worse the deviation will be after multiplication (even dramatically so, as the example just made)</li> <li data-xf-list-type="ul">within this range of CR 1-21, the rule for computing the squad's CR is <strong>wrong</strong>. The mathematically correct rule is squad CR = 5x creature CR +4 (dramatically higher). For example, a squad of textbook CR 1 creatures (30 HP, 10dmg per round) will become a CR9 creature (150HP, 50dmg per round).</li> <li data-xf-list-type="ul">The above implies that there's not much granularity. CR1 creatures will generate CR9 squads, CR2 creatures will generate CR 14 squads and CR 3 creatures (the max suggested) will generate CR 19 squads.</li> <li data-xf-list-type="ul">Given the simplicity of the system, and to partially reduce the problem with lack of granularity, we could have customizable squad sizes (2x, 3x, 4x etc). Same general rule, and to compute the CR of the squad we simply look up on the table. Or, given the "squad multiplier n", CR squad = n*(Creature Cr) + n-1</li> </ul><p></p><p>This is also making me think deeper about encounter CR, but will be for another post</p><p></p><p>Edit: The above analysis doesn't consider the lack of progression of proficiency bonus, AC and DCs. If we wanted to be consistent, we should bump the squads' values for those stats to the value given by their CR. Not sure how bad would it be if we didn't do so</p></blockquote><p></p>
[QUOTE="lichmaster, post: 9737124, member: 6683330"] I did some digging in the math. First of all, the table for designing monsters has a very weird quirk at CR 7 an 8. Except at those levels, from CR 1 to CR 21 it's simply HP=15x(CR+1). If we were consistent with this rule, we'd have 120HP for CR 7 (instead of 125). This is 100% what I'm going to do. Damage is simply HP/3, so 5x(CR+1). From this we can deduce: [LIST] [*]multiplying HP and damage by the same factor gives consistent results (doubling HP results in double damage). [*]results will stay reasonable if original creature's HP and damage are not too far off from the target value. The more actual values diverge from the target, the worse the deviation will be after multiplication (even dramatically so, as the example just made) [*]within this range of CR 1-21, the rule for computing the squad's CR is [B]wrong[/B]. The mathematically correct rule is squad CR = 5x creature CR +4 (dramatically higher). For example, a squad of textbook CR 1 creatures (30 HP, 10dmg per round) will become a CR9 creature (150HP, 50dmg per round). [*]The above implies that there's not much granularity. CR1 creatures will generate CR9 squads, CR2 creatures will generate CR 14 squads and CR 3 creatures (the max suggested) will generate CR 19 squads. [*]Given the simplicity of the system, and to partially reduce the problem with lack of granularity, we could have customizable squad sizes (2x, 3x, 4x etc). Same general rule, and to compute the CR of the squad we simply look up on the table. Or, given the "squad multiplier n", CR squad = n*(Creature Cr) + n-1 [/LIST] This is also making me think deeper about encounter CR, but will be for another post Edit: The above analysis doesn't consider the lack of progression of proficiency bonus, AC and DCs. If we wanted to be consistent, we should bump the squads' values for those stats to the value given by their CR. Not sure how bad would it be if we didn't do so [/QUOTE]
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acolyte squad casting sleep
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