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Adding class levels to a monster - how much does the CR increase?
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<blockquote data-quote="MostlyDm" data-source="post: 6989916" data-attributes="member: 6788973"><p>Xeviat already hit the nail on the head: There is no ratio. At all. It's entirely dependent on how their class levels change where they fall on the CR calculator in the DMG.</p><p></p><p>Also, bear in mind: CR, in general, <em>does not take versatility into account.</em> At all. Not even a little. Seriously.</p><p></p><p>CR only cares about damage and HP, and to hit and defense insofar as those directly affect damage and HP.</p><p></p><p>So, for example, if you add casting abilities to a monster, but it has no spells that directly deal or mitigate damage... misty step, charm, see invisibility, fly, etc... the CR may even stay <em>exactly the same</em>.</p><p></p><p>I said this in a different thread:</p><p></p><p></p><p>If you add spells and, for example, now they can Cone of Cold twice in a combat, there's a good chance that will change the damage expression in the CR calculator, so their CR will increase. </p><p></p><p>All that said, presumably your goal in adding versatility is to make the fight more challenging. So, you probably want to increase the CR regardless, to represent that. After all, you <em>know</em> you're going to use the versatility, whereas for MM monsters the designers can't know how much a particular DM will do so.</p><p></p><p>In such cases, I think it makes sense to at least increase the CR by +1 or +2. That's what I generally do, at least.</p></blockquote><p></p>
[QUOTE="MostlyDm, post: 6989916, member: 6788973"] Xeviat already hit the nail on the head: There is no ratio. At all. It's entirely dependent on how their class levels change where they fall on the CR calculator in the DMG. Also, bear in mind: CR, in general, [I]does not take versatility into account.[/I] At all. Not even a little. Seriously. CR only cares about damage and HP, and to hit and defense insofar as those directly affect damage and HP. So, for example, if you add casting abilities to a monster, but it has no spells that directly deal or mitigate damage... misty step, charm, see invisibility, fly, etc... the CR may even stay [I]exactly the same[/I]. I said this in a different thread: If you add spells and, for example, now they can Cone of Cold twice in a combat, there's a good chance that will change the damage expression in the CR calculator, so their CR will increase. All that said, presumably your goal in adding versatility is to make the fight more challenging. So, you probably want to increase the CR regardless, to represent that. After all, you [I]know[/I] you're going to use the versatility, whereas for MM monsters the designers can't know how much a particular DM will do so. In such cases, I think it makes sense to at least increase the CR by +1 or +2. That's what I generally do, at least. [/QUOTE]
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