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<blockquote data-quote="Carnifex" data-source="post: 1446442" data-attributes="member: 227"><p>Well, looking at what you've got there - I think there's a minor miscalc since aren't hit dice .35 each, not .45?</p><p></p><p>Anyway, after Silver Rule I get this coming out as CR 2.7, but that's still insanely low for a montrosity like this one <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> This is an example of the system breaking down at low levels due to the incredibly cheap cost of adding special abilities to low HD creatures.</p><p></p><p>To paraphrase some of the design parameters from U_K's CR document (they're at the end - and theya re *just* parameters, guidelines, not set in stone but definitely still worthy of consideration):</p><p></p><p> - Damage dealt by a breath weapon should be equal to or less than 1 die per HD the creature possesses.</p><p></p><p>These 1HD guys should not really have a breath weapon of more than 1d6, in other words. Their current breath weapon is insanely powerful, especially once per round - what is it supposed to represent? Do they actually belch noise at their foes, or is it some other kind of integrated weapon? I would recommend you increase the base HD of the construct and bring the breath weapon no. of dice in line with that (so probably 2-3d6 for low-level grunt troops).</p><p></p><p> - Damage reduction should be equal or less than 1 point per two HD, rounding up to the nearest 5.</p><p></p><p>In other words these guys should have a max of DR 5 - DR 10 is way too much. I'd also say that DR/adamantine is over the top. I'd recommend either DR/magic or turning the DR into hardness as they are constructs after all.</p><p></p><p> - Fast Healing should be equal to or less than 1 point per HD the creature possesses.</p><p></p><p>So these guys should have 1 point of fast healing. 5 is far too much, if you want more I'd suggest you up the HD to come in line with a higher number. Why do these things have fast healing at all - what is the rationale behind this?</p><p></p><p> - Spell-Like Ability Parameters - Caster level should be equal to or less than HD, Total number of spell-like abilities should be equal to or less than HD, Highest-Level spell-like abilities should only function 1/day.</p><p></p><p>So this fella shouldn't really get Greater Teleport at all, and then only 1/day anyway. OTOH, this is the bit of the creature that I think is least out of line, since some low-level outsiders possess this ability at will. But how do these constructs possess this power, and why? </p><p></p><p>I don't want to come off as too harsh here - just want to make you think a bit more about why these guys possess the powers that they do, and as I said the parameters are just guidelines, but I think as it stands at the mo the construct is way too powerful. What I'd recommend is that you add 1 or 2 HD and bring the other powers in line with the new number of HD, then maybe add on some minor elemental resistances if the CR is still available, to help protect them from spells more effectively.</p><p></p><p></p><p>@ Wrahn - constructs get bonus hp. A medium-sized one gets 20 bonus hence the 30hp of this fella.</p></blockquote><p></p>
[QUOTE="Carnifex, post: 1446442, member: 227"] Well, looking at what you've got there - I think there's a minor miscalc since aren't hit dice .35 each, not .45? Anyway, after Silver Rule I get this coming out as CR 2.7, but that's still insanely low for a montrosity like this one ;) This is an example of the system breaking down at low levels due to the incredibly cheap cost of adding special abilities to low HD creatures. To paraphrase some of the design parameters from U_K's CR document (they're at the end - and theya re *just* parameters, guidelines, not set in stone but definitely still worthy of consideration): - Damage dealt by a breath weapon should be equal to or less than 1 die per HD the creature possesses. These 1HD guys should not really have a breath weapon of more than 1d6, in other words. Their current breath weapon is insanely powerful, especially once per round - what is it supposed to represent? Do they actually belch noise at their foes, or is it some other kind of integrated weapon? I would recommend you increase the base HD of the construct and bring the breath weapon no. of dice in line with that (so probably 2-3d6 for low-level grunt troops). - Damage reduction should be equal or less than 1 point per two HD, rounding up to the nearest 5. In other words these guys should have a max of DR 5 - DR 10 is way too much. I'd also say that DR/adamantine is over the top. I'd recommend either DR/magic or turning the DR into hardness as they are constructs after all. - Fast Healing should be equal to or less than 1 point per HD the creature possesses. So these guys should have 1 point of fast healing. 5 is far too much, if you want more I'd suggest you up the HD to come in line with a higher number. Why do these things have fast healing at all - what is the rationale behind this? - Spell-Like Ability Parameters - Caster level should be equal to or less than HD, Total number of spell-like abilities should be equal to or less than HD, Highest-Level spell-like abilities should only function 1/day. So this fella shouldn't really get Greater Teleport at all, and then only 1/day anyway. OTOH, this is the bit of the creature that I think is least out of line, since some low-level outsiders possess this ability at will. But how do these constructs possess this power, and why? I don't want to come off as too harsh here - just want to make you think a bit more about why these guys possess the powers that they do, and as I said the parameters are just guidelines, but I think as it stands at the mo the construct is way too powerful. What I'd recommend is that you add 1 or 2 HD and bring the other powers in line with the new number of HD, then maybe add on some minor elemental resistances if the CR is still available, to help protect them from spells more effectively. @ Wrahn - constructs get bonus hp. A medium-sized one gets 20 bonus hence the 30hp of this fella. [/QUOTE]
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