dudebobmac
First Post
Are you looking for any assistance with any aspect of this? I'm a software engineer with a math degree so working on a software tool to help fix one of my biggest frustrations as both a DM and a math nerd would be a ton of fun!
The two biggest issues with CR in my opinion are as follows, and you touched on the first one above.Don't forget their saves as well. If the monsters were to use abilities that target's the group's weak saves that can have a dramatic difference than attacks against the PC's strong saves (and/or resistances).
My biggest beef with the current CR system is it doesn't account for non-hp attacks or abilities (stun, banish, walls) very well, so you get wildly off on creatures like Ghouls or Shadow's Strength attacks.
Just wanted to say- this is brilliant, and is extremely good advice. This should be in the DMG!Happy New Years, Mearls! Great to see you here again and good luck with the coding!
I've leaned into the "art" side of combat design (I'll attach the cheat sheet I use for guesstimating difficulty of fights), but I always appreciate it when someone takes a hard look at the numbers. I'll definitely watch for what you come up with.
Are you committed to defining difficulty by % HP loss expected? Or did you consider including other resources expended there? I know I've had a conversation with my players after a combat where we had differences of perspective about how difficult the fight was and it came down to me as GM focusing on HP loss / downed PCs, and the players being a bit more focused on other resources expended.
What is hit point inflation? Because I am more familiar with PC damage inflation.I called CR out back in 2014/15. Hit point inflation is a thing.
I use a rough 1 Mook per PC and one boss. What counts as a Mook depends on the level and how optimized the PCs are.
What is hit point inflation? Because I am more familiar with PC damage inflation.
Why are we looking at 3.5e or older editions? I don’t see the relevance. This has its own math and progression.Look at 5E monsters vs older editions.
Generally they have double or triple the hit points.
So a spell like fireball looks good but it's really only doing 3 or 4d6 relative to a 3.5 or AD&D one.
So the numbers look bigger and people think 5E classes are better but they kind of aren't.
Which also means classes like Artificer, Monks and Rogue's struggle. Rogues doing 3.5 level damage (less most of the time) but in ac5E environment.
You eithervwant bog damage numbers or spells that target int/wis/cha saves and or deal radiant/psychic/force damage.
Why are we looking at 3.5e or older editions? I don’t see the relevance. This has its own math and progression.
Are we trying to use their encounter building rules?