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<blockquote data-quote="mearls" data-source="post: 705940" data-attributes="member: 697"><p><strong>Re: Re: Math Is Our Friend</strong></p><p></p><p></p><p></p><p>Spells can be defined by the total levels worth of spells. For instance, a 5th level wizard who can cast 4 level 1, 3 level 2, and 2 level 3 spells has 16 levels of spells to use. 20% of that is 3.2, so a CR 5 encounter should have him use about 3 levels of spells - one fireball, a web and a magic missile, and so on.</p><p></p><p>Saves against binary abilities work a bit differently than AC and hit points. In essence, you need to factor in the number of binary effects the PCs (or monster) has against the chance of a successful save against each, with the total chance of a creature falling victim to one projected out over the length of combat. Basically, a creature has to have a good enough saving throw to, on average, resist the party's spells long enough to absorb 20% of their resources including the spells needed to bring it down. This goes back to our example above with the wizard's spells. The act of casting hold monster to take out our creature might represent enough resources that even with the monster going down on turn 1, it has fulfilled the requirements of the CR system by draining party resources.</p><p></p><p>For bull's strength and other buff spells, you simply note the spell as exhausted and give the appropriate character the bonus. Note that buff spells are some of the most efficient spells in the game. For a few spell levels, you can grant bonuses that come into play repeatedly. Bull's strength is perhaps the most efficient spell in all of D&D. Not necessarily the most powerful, but amongst the most efficient.</p></blockquote><p></p>
[QUOTE="mearls, post: 705940, member: 697"] [b]Re: Re: Math Is Our Friend[/b] Spells can be defined by the total levels worth of spells. For instance, a 5th level wizard who can cast 4 level 1, 3 level 2, and 2 level 3 spells has 16 levels of spells to use. 20% of that is 3.2, so a CR 5 encounter should have him use about 3 levels of spells - one fireball, a web and a magic missile, and so on. Saves against binary abilities work a bit differently than AC and hit points. In essence, you need to factor in the number of binary effects the PCs (or monster) has against the chance of a successful save against each, with the total chance of a creature falling victim to one projected out over the length of combat. Basically, a creature has to have a good enough saving throw to, on average, resist the party's spells long enough to absorb 20% of their resources including the spells needed to bring it down. This goes back to our example above with the wizard's spells. The act of casting hold monster to take out our creature might represent enough resources that even with the monster going down on turn 1, it has fulfilled the requirements of the CR system by draining party resources. For bull's strength and other buff spells, you simply note the spell as exhausted and give the appropriate character the bonus. Note that buff spells are some of the most efficient spells in the game. For a few spell levels, you can grant bonuses that come into play repeatedly. Bull's strength is perhaps the most efficient spell in all of D&D. Not necessarily the most powerful, but amongst the most efficient. [/QUOTE]
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