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General Tabletop Discussion
D&D Older Editions
Attempt at Conversion doc to convert 3.5 edition and Pathfinder monsters to D&D Next - on the fly
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<blockquote data-quote="jamesmanhattan" data-source="post: 6213599" data-attributes="member: 75838"><p>Yeah I have tested this a bunch. It works great, but... What I noticed is that how much in D&D Next; Hit Points and Damage Output are the two biggest defining characteristics of difficulty. </p><p></p><p>Long Story Short, if you wanted something to be a threat in Pathfinder(3.5) you could choose something 2 Challenge Ratings Higher, because it has higher defenses, higher HP, higher damage output, and higher hit chances. In D&D Next, to make something that same threat, since you are flattening all that to-hit and defenses, what you have to do is increase HP and Damage even more. </p><p></p><p>So if you are making your own adventure in D&D Next, to choose a boss/solo, it's got to be 4 to 5 levels higher than the party.</p><p></p><p>If you are translating an existing Pathfinder adventure, and the boss is just 2 CR higher, it's not going to have enough HP and Damage to be a threat. You've got to double or triple its HP, and damage output to keep it a threat. </p><p></p><p>[My quick fix, until they come up with "Solo" rules: This is extremely basic: is to double the HP, and then since the players have lots of ways to impose Disadvantage on a single attack, it's almost always better to let the boss make more attacks instead of increasing the damage of each of its attacks. Double the number of attacks it can make.] A Solo is also vulnerable to action-denial type spells such as Stinking Cloud, Cause Fear, Command etc. Plus a lot of those spells allow you to take an Action to save against them. So in my opinion you've got to also give the solo more actions as well, not just more attacks. So like that Legendary Black Dragon Mike Mearls made, I think you've got to give out at least 4 Action Points to the solo also.</p><p></p><p></p><p>If you imagine a Pathfinder(3.5) monster. If you increase the Challenge Rating, you are increasing 4 levers of difficulty. </p><p></p><ul> <li data-xf-list-type="ul">Its defenses (AC and Saving Throws)</li> <li data-xf-list-type="ul">its Hit Points</li> <li data-xf-list-type="ul">its Damage Output</li> <li data-xf-list-type="ul">its "to-hit" chance</li> </ul><p></p><p>A +1 "to-hit" actually just translates into 10% more damage. (You hit 50% of time, increase to 55%, that is 10% increase)</p><p>A +1 to defenses, just translates into the monster being able to take 10% more damage.</p><p></p><p>So when you increase all 4 levers by </p><p></p><ul> <li data-xf-list-type="ul">Its defenses +1 (AC and Saving Throws) = 10% more difficult</li> <li data-xf-list-type="ul">its Hit Points by 10%-15%</li> <li data-xf-list-type="ul">its Damage Output by 10%-20%</li> <li data-xf-list-type="ul">its "to-hit" chance +1 = 10% more difficult</li> </ul><p>The grand total is 50% more difficulty, for a 1 Challenge Rating Increase.</p><p></p><p>Do that twice and you get a 100% increase in difficulty.</p><p></p><p>In D&D Next you are not usually increasing "to-hit" or AC, so you have to increase HP and Damage by twice as much.</p></blockquote><p></p>
[QUOTE="jamesmanhattan, post: 6213599, member: 75838"] Yeah I have tested this a bunch. It works great, but... What I noticed is that how much in D&D Next; Hit Points and Damage Output are the two biggest defining characteristics of difficulty. Long Story Short, if you wanted something to be a threat in Pathfinder(3.5) you could choose something 2 Challenge Ratings Higher, because it has higher defenses, higher HP, higher damage output, and higher hit chances. In D&D Next, to make something that same threat, since you are flattening all that to-hit and defenses, what you have to do is increase HP and Damage even more. So if you are making your own adventure in D&D Next, to choose a boss/solo, it's got to be 4 to 5 levels higher than the party. If you are translating an existing Pathfinder adventure, and the boss is just 2 CR higher, it's not going to have enough HP and Damage to be a threat. You've got to double or triple its HP, and damage output to keep it a threat. [My quick fix, until they come up with "Solo" rules: This is extremely basic: is to double the HP, and then since the players have lots of ways to impose Disadvantage on a single attack, it's almost always better to let the boss make more attacks instead of increasing the damage of each of its attacks. Double the number of attacks it can make.] A Solo is also vulnerable to action-denial type spells such as Stinking Cloud, Cause Fear, Command etc. Plus a lot of those spells allow you to take an Action to save against them. So in my opinion you've got to also give the solo more actions as well, not just more attacks. So like that Legendary Black Dragon Mike Mearls made, I think you've got to give out at least 4 Action Points to the solo also. If you imagine a Pathfinder(3.5) monster. If you increase the Challenge Rating, you are increasing 4 levers of difficulty. [LIST] [*]Its defenses (AC and Saving Throws) [*]its Hit Points [*]its Damage Output [*]its "to-hit" chance [/LIST] A +1 "to-hit" actually just translates into 10% more damage. (You hit 50% of time, increase to 55%, that is 10% increase) A +1 to defenses, just translates into the monster being able to take 10% more damage. So when you increase all 4 levers by [LIST] [*]Its defenses +1 (AC and Saving Throws) = 10% more difficult [*]its Hit Points by 10%-15% [*]its Damage Output by 10%-20% [*]its "to-hit" chance +1 = 10% more difficult [/LIST] The grand total is 50% more difficulty, for a 1 Challenge Rating Increase. Do that twice and you get a 100% increase in difficulty. In D&D Next you are not usually increasing "to-hit" or AC, so you have to increase HP and Damage by twice as much. [/QUOTE]
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Attempt at Conversion doc to convert 3.5 edition and Pathfinder monsters to D&D Next - on the fly
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