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Mike Mearls says control spells are ruining 5th Edition
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<blockquote data-quote="NotAYakk" data-source="post: 9811575" data-attributes="member: 72555"><p>ATK goes from +5 at level 1 to +12-14 at level 20; call it +13.</p><p></p><p>A foe with 13 (level 1) to 21 AC (level 20) is then hit on a 8+; a 65% hit rate (or ~68% if we model a crit as 8/5 of a hit). 1/Damage d Damage / dAC is then about 7.5%ish.</p><p></p><p>So we can calculate EHP (HP accounting for accuracy) as roughly HP * (100% + 7.5%*(AC-13-2/5*Level)) =~ HP * (AC/13 - Level/30)</p><p></p><p>Assuming spell casters target random saves (which is generous to spellcasters; not that generous, as targeting lower saves restricts choice), this corresponds to +8 to their average save from level 1 to level 20.</p><p></p><p>If we assume an average save of +0 at level 1 (a total save of +6, average save chance of 40%), a similar accuracy requires a total save of +48 at level 20 (average +8) and the same average save chance (assuming a +2 bonus to save DCs and "random" attribute targets).</p><p></p><p>Magic damage is "save for half" usually on a save, so the impact of saves is smaller. With a baseline 40% save chance you do 80% of base DPR, +1 to +5/-1 to -5 on that you do 73% to 93%, only 2.6% more/less damage per point of saves. And with 6 stats being "targetted randomly", each point of save on a stat is 6 times less important, giving us a (1 + TotalSaves/230 - Level/100) spell EHP multiplier.</p><p></p><p>This undervalues saves as they also apply conditions, and conditions don't save for half. If we choose to ignore the save for half component it becomes ~8.3% per point of saves (on every stat) instead of ~2.6%. Treating +1 to AC as the same as +1 to all saves has a certian simplicity. We can also treat +/-1 AC and +/-1 all saves to be "worth" the same weight (for EHP).</p><p></p><p>This gives us EHP =~ HP * (0.5 + AC/25 + Total Saves/150 - Level/30)</p><p></p><p></p><p>where Level/30 reflects "higher level monsters should have higher saves and AC by default".</p><p></p><p>We can factor out this gamma (with a bit of rounding):</p><p></p><p>Gamma = (13 + AC + Average Save - 0.8 * Level)</p><p>and EHP = HP * Gamma/25</p><p></p><p></p><p>which gives you a "defence factor" number of Gamma, where Gamma of ~25 is "normal" for the monster's level.</p><p></p><p>If we boost level scaling slightly (equivalent to PCs having +3 weapons and focuses at level 20 and an extra +0.8 DC/ATK from another source, like crit range or whatever), we get:</p><p></p><p>Gamma = (AC-13 + Average Save - Level)</p><p>and EHP = HP * (1+Gamma/25)</p><p><em>(actually for Gamma < 0, you should use HP / (1-Gamma/25), it behaves better for large negative Gammas and the same for small Gammas).</em></p><p></p><p>Each monster +1 CR then requires about +1 to AC or +1 to average saves each level to "keep up" with player AC/ATK.</p><p></p><p>And calculating Gamma for a monster is easy: AC+Average Save - 13 - Level.</p><p></p><p>Random Monsters at a few CRs: (<strong>bold </strong>are positive)</p><p>Brown Bear. CR 1, 11 AC, 0.3 average save. Gamma = -1.7</p><p>Specter. CR 1, 12 AC, -0.5 average save. Gamma = -2.5</p><p>Ghoul. CR 1, 12 AC, -0.2 average save. Gamma = -2.2</p><p>Dire Wolf. CR 1, 14 AC, 0.3 average save. Gamma = <strong>0.3</strong></p><p>BugBear. CR 1, 16 AC, 0.5 average save. Gamma = <strong>2.5</strong></p><p>Ogre. CR 2, 11 AC, -0.2 average save. Gamma = -4.2</p><p>Knight. CR 3, 18 AC, 1.8 average save. Gamma = <strong>3.8</strong></p><p>OwlBear. CR 3, 13 AC, 0.7 average saves. Gamma = -2.3</p><p>Winter Wolf. CR 3, 13 AC, 0.8 average save. Gamma = -2.2</p><p>Wight. CR 3, 14 AC, 1.7 average save. Gamma = -0.3</p><p>Half-Red Dragon Veteran. CR 5, AC 18, +1 average save, Gamma = <strong>1.0</strong></p><p>Gladiator, CR 5, AC 16, 3.5 saves, Gamma = <strong>1.5</strong></p><p>Bulette, CR 5, AC 17, 0.2 saves, Gamma = -0.8</p><p>Unicorn, CR 5, 12 AC, 2.3 saves, Gamma = -3.7 (-0.7 if we count MR as +3)</p><p>Barbed Devil, CR 5, 15 AC, 4.5 saves, Gamma = <strong>1.5 (4.5</strong> if we count MR as +3)</p><p>Stone Giant. CR 7, 17 AC, 3.7 average save. Gamma = <strong>0.7</strong></p><p>Chain Devil. CR 8, 16 AC, 3.7 average save. Gamma = -1.3</p><p>Deva. CR 10, 17 AC, 4.6 average save. Gamma = -1.4 (<strong>+1.6 </strong>if we count MR as +3)</p><p>Nalfeshnee. CR 13, 18 AC, 6.3 average save. Gamma = -1.7 (+<strong>1.3 </strong>if we count MR as +3)</p><p>Storm Giant. CR 13, 16 AC, 7.8 save. Gamma = -2.2</p><p>Mummy Lord. CR 15, 17 AC, 5.7 save. Gamma = -5.3 (low)</p><p>Androsphinx. CR 17, 17 AC, 8 average save. Gamma = -5 (low)</p><p>Balor. CR 19, 19 AC, 9 average save. Gamma = -4 (-1 if we count MR as +3)</p><p>Ancient Brass Dragon. CR 20, AC 20, 8 average save. Gamma = -5 (low)</p><p>Pit Fiend. CR 20, AC 19, 8.7 saves, Gamma = -5.3 (-2.3 with MR)</p><p>Solar. CR 21, AC 21, 11.2 saves, Gamma = -1.8 (<strong>1.2</strong> with MR)</p><p>Kracken. CR 23, AC 18, 11.2 saves, Gamma = -6.8 (low)</p><p>Ancient Gold Dragon. CR 24, AC 22, 10.8 average save. Gamma = <strong>0.8</strong></p><p>Tarrasque. CR 30, AC 25, 7.2 saves. Gamma = -11 (-8 with MR) (! very low)</p><p></p><p>So that isn't a horrible stat. Monsters tend to be in the range -5 to +5. Stuff over level 20 is suspect, as I think they might have stopped scaling AC and saves as much.</p><p></p><p>Sub-1 CR we can either treat them all as 0 or fractional, or make 1/2 be 0, 1/4 be -1 and 1/8 be -2. Using the negative option:</p><p></p><p>Bandit CR 1/8 AC 12 0.3 Saves Gamma = <strong>1.3</strong></p><p>Guard CR 1/8 AC 16 0.5 Saves Gamma = <strong>5.5</strong> (high)</p><p>Giant Rate CR 1/8 AC 12 -1.2 Saves Gamma = -0.2</p><p>Zombie. CR 1/4 AC 8 -1.2 Saves Gamma = -5.2 (low)</p><p>Boar CR1/4 AC 11 -1 Saves Gamma = -2</p><p>Giant Lizard CR 1/4 AC 12 -.5 Saves Gamma = -0.5</p><p>Skeleton CR 1/4 AC 13 -0.3 Saves Gamma = <strong>0.7</strong></p><p>Wolf CR 1/4 AC 13 -0.2 Saves Gamma = <strong>0.8</strong></p><p>Orc CR 1/2 AC 13 0.8 Saves Gamma = <strong>0.8</strong></p><p>Thug CR 1/2 AC 11 0.7 Saves Gamma = -1.3</p><p>Hobgoblin CR 1/2 AC 18 0.3 Saves Gamma = <strong>5.5</strong> (high)</p><p>Black Bear CR 1/2 AC 11 -0.2 Saves Gamma = -2.2</p><p></p><p>A +/- 5 Gamma corresponds to (0.8 - 1.2) multiplier on HP, and this is a "large" value from what I can tell.</p><p>A +/- 10 Gamma corresponds to a (0.7 - 1.4) multiplier on HP, and I found no monster with a Gamma this large, even the Tarrasque has a -8 when you factor in its magic resist.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9811575, member: 72555"] ATK goes from +5 at level 1 to +12-14 at level 20; call it +13. A foe with 13 (level 1) to 21 AC (level 20) is then hit on a 8+; a 65% hit rate (or ~68% if we model a crit as 8/5 of a hit). 1/Damage d Damage / dAC is then about 7.5%ish. So we can calculate EHP (HP accounting for accuracy) as roughly HP * (100% + 7.5%*(AC-13-2/5*Level)) =~ HP * (AC/13 - Level/30) Assuming spell casters target random saves (which is generous to spellcasters; not that generous, as targeting lower saves restricts choice), this corresponds to +8 to their average save from level 1 to level 20. If we assume an average save of +0 at level 1 (a total save of +6, average save chance of 40%), a similar accuracy requires a total save of +48 at level 20 (average +8) and the same average save chance (assuming a +2 bonus to save DCs and "random" attribute targets). Magic damage is "save for half" usually on a save, so the impact of saves is smaller. With a baseline 40% save chance you do 80% of base DPR, +1 to +5/-1 to -5 on that you do 73% to 93%, only 2.6% more/less damage per point of saves. And with 6 stats being "targetted randomly", each point of save on a stat is 6 times less important, giving us a (1 + TotalSaves/230 - Level/100) spell EHP multiplier. This undervalues saves as they also apply conditions, and conditions don't save for half. If we choose to ignore the save for half component it becomes ~8.3% per point of saves (on every stat) instead of ~2.6%. Treating +1 to AC as the same as +1 to all saves has a certian simplicity. We can also treat +/-1 AC and +/-1 all saves to be "worth" the same weight (for EHP). This gives us EHP =~ HP * (0.5 + AC/25 + Total Saves/150 - Level/30) where Level/30 reflects "higher level monsters should have higher saves and AC by default". We can factor out this gamma (with a bit of rounding): Gamma = (13 + AC + Average Save - 0.8 * Level) and EHP = HP * Gamma/25 which gives you a "defence factor" number of Gamma, where Gamma of ~25 is "normal" for the monster's level. If we boost level scaling slightly (equivalent to PCs having +3 weapons and focuses at level 20 and an extra +0.8 DC/ATK from another source, like crit range or whatever), we get: Gamma = (AC-13 + Average Save - Level) and EHP = HP * (1+Gamma/25) [I](actually for Gamma < 0, you should use HP / (1-Gamma/25), it behaves better for large negative Gammas and the same for small Gammas).[/I] Each monster +1 CR then requires about +1 to AC or +1 to average saves each level to "keep up" with player AC/ATK. And calculating Gamma for a monster is easy: AC+Average Save - 13 - Level. Random Monsters at a few CRs: ([B]bold [/B]are positive) Brown Bear. CR 1, 11 AC, 0.3 average save. Gamma = -1.7 Specter. CR 1, 12 AC, -0.5 average save. Gamma = -2.5 Ghoul. CR 1, 12 AC, -0.2 average save. Gamma = -2.2 Dire Wolf. CR 1, 14 AC, 0.3 average save. Gamma = [B]0.3[/B] BugBear. CR 1, 16 AC, 0.5 average save. Gamma = [B]2.5[/B] Ogre. CR 2, 11 AC, -0.2 average save. Gamma = -4.2 Knight. CR 3, 18 AC, 1.8 average save. Gamma = [B]3.8[/B] OwlBear. CR 3, 13 AC, 0.7 average saves. Gamma = -2.3 Winter Wolf. CR 3, 13 AC, 0.8 average save. Gamma = -2.2 Wight. CR 3, 14 AC, 1.7 average save. Gamma = -0.3 Half-Red Dragon Veteran. CR 5, AC 18, +1 average save, Gamma = [B]1.0[/B] Gladiator, CR 5, AC 16, 3.5 saves, Gamma = [B]1.5[/B] Bulette, CR 5, AC 17, 0.2 saves, Gamma = -0.8 Unicorn, CR 5, 12 AC, 2.3 saves, Gamma = -3.7 (-0.7 if we count MR as +3) Barbed Devil, CR 5, 15 AC, 4.5 saves, Gamma = [B]1.5 (4.5[/B] if we count MR as +3) Stone Giant. CR 7, 17 AC, 3.7 average save. Gamma = [B]0.7[/B] Chain Devil. CR 8, 16 AC, 3.7 average save. Gamma = -1.3 Deva. CR 10, 17 AC, 4.6 average save. Gamma = -1.4 ([B]+1.6 [/B]if we count MR as +3) Nalfeshnee. CR 13, 18 AC, 6.3 average save. Gamma = -1.7 (+[B]1.3 [/B]if we count MR as +3) Storm Giant. CR 13, 16 AC, 7.8 save. Gamma = -2.2 Mummy Lord. CR 15, 17 AC, 5.7 save. Gamma = -5.3 (low) Androsphinx. CR 17, 17 AC, 8 average save. Gamma = -5 (low) Balor. CR 19, 19 AC, 9 average save. Gamma = -4 (-1[B] [/B]if we count MR as +3) Ancient Brass Dragon. CR 20, AC 20, 8 average save. Gamma = -5 (low) Pit Fiend. CR 20, AC 19, 8.7 saves, Gamma = -5.3 (-2.3 with MR) Solar. CR 21, AC 21, 11.2 saves, Gamma = -1.8 ([B]1.2[/B] with MR) Kracken. CR 23, AC 18, 11.2 saves, Gamma = -6.8 (low) Ancient Gold Dragon. CR 24, AC 22, 10.8 average save. Gamma = [B]0.8[/B] Tarrasque. CR 30, AC 25, 7.2 saves. Gamma = -11 (-8 with MR) (! very low) So that isn't a horrible stat. Monsters tend to be in the range -5 to +5. Stuff over level 20 is suspect, as I think they might have stopped scaling AC and saves as much. Sub-1 CR we can either treat them all as 0 or fractional, or make 1/2 be 0, 1/4 be -1 and 1/8 be -2. Using the negative option: Bandit CR 1/8 AC 12 0.3 Saves Gamma = [B]1.3[/B] Guard CR 1/8 AC 16 0.5 Saves Gamma = [B]5.5[/B] (high) Giant Rate CR 1/8 AC 12 -1.2 Saves Gamma = -0.2 Zombie. CR 1/4 AC 8 -1.2 Saves Gamma = -5.2 (low) Boar CR1/4 AC 11 -1 Saves Gamma = -2 Giant Lizard CR 1/4 AC 12 -.5 Saves Gamma = -0.5 Skeleton CR 1/4 AC 13 -0.3 Saves Gamma = [B]0.7[/B] Wolf CR 1/4 AC 13 -0.2 Saves Gamma = [B]0.8[/B] Orc CR 1/2 AC 13 0.8 Saves Gamma = [B]0.8[/B] Thug CR 1/2 AC 11 0.7 Saves Gamma = -1.3 Hobgoblin CR 1/2 AC 18 0.3 Saves Gamma = [B]5.5[/B] (high) Black Bear CR 1/2 AC 11 -0.2 Saves Gamma = -2.2 A +/- 5 Gamma corresponds to (0.8 - 1.2) multiplier on HP, and this is a "large" value from what I can tell. A +/- 10 Gamma corresponds to a (0.7 - 1.4) multiplier on HP, and I found no monster with a Gamma this large, even the Tarrasque has a -8 when you factor in its magic resist. [/QUOTE]
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