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It's so hard to die!
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<blockquote data-quote="Stalker0" data-source="post: 8271715" data-attributes="member: 5889"><p>This is a nice simple way to go, and actually checks with the math. So if you look at the CR scale from the calculator, every CR bump is +6 DPR. The "average" character gains a d8 hitpoints (5 on average), with +2 from con (in my experience most players get a 14 con), so that's +7 HP per level. So you can see that with every CR the monster is in theory getting a little less deadly damagewise. This of course is not even factoring in better healing, other buffs, conditions, etc etc.</p><p></p><p>So a very simple +1 damage per CR steadies the math out a bit more.</p><p></p><p></p><p>Another way is to simply have the monster deal the damage its supposed to for its CR. A lot of monsters underperform based on WOTC's very own stats for CR.</p><p></p><p>I think one of the issues is that WOTC wanted to do the no magic thing, and so really considers the "resistance to non-magical weapons" much stronger than it actually is in most games, which warps the CR calculation.</p><p></p><p>Take the ice devil (CR 14), I happened to be thinking about using it in my next game so it game to mind. If you just plug it core numbers into the CR calculator (and ignore the resistance to non-magical weapons) its like a CR 11. Maybe its 12 if you get fancy, but in no way is that a CR 14 if my players have a few magic weapons.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8271715, member: 5889"] This is a nice simple way to go, and actually checks with the math. So if you look at the CR scale from the calculator, every CR bump is +6 DPR. The "average" character gains a d8 hitpoints (5 on average), with +2 from con (in my experience most players get a 14 con), so that's +7 HP per level. So you can see that with every CR the monster is in theory getting a little less deadly damagewise. This of course is not even factoring in better healing, other buffs, conditions, etc etc. So a very simple +1 damage per CR steadies the math out a bit more. Another way is to simply have the monster deal the damage its supposed to for its CR. A lot of monsters underperform based on WOTC's very own stats for CR. I think one of the issues is that WOTC wanted to do the no magic thing, and so really considers the "resistance to non-magical weapons" much stronger than it actually is in most games, which warps the CR calculation. Take the ice devil (CR 14), I happened to be thinking about using it in my next game so it game to mind. If you just plug it core numbers into the CR calculator (and ignore the resistance to non-magical weapons) its like a CR 11. Maybe its 12 if you get fancy, but in no way is that a CR 14 if my players have a few magic weapons. [/QUOTE]
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