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<blockquote data-quote="robertliguori" data-source="post: 4300368" data-attributes="member: 47776"><p>More hard numbers (along the lines of average damage output, AC to HP to special defense proportions, a way of balancing forced movement versus extra damage versus various status conditions) and the like would be awesome. Numbers like attack bonus and damage per attack are useless if you don't know whether or not this monster is also, say, constantly invisible and phasing through walls. In order for The Math to work, we need to be able to look at monsters at a higher level than the 4E guidelines give us.</p><p></p><p>And if we had that higher level, we could create monsters easily. We could balance the higher movement speed of a goblin wolfrider versus its unmounted bretheren, and determine how much of a disadvantage it is for the wolfrider to lose its mount special abilities when bloodied (representing a blow taking out the mount).</p><p></p><p>Heck, given the balanced nature of the classes, we should be able to get this. There should be a fairly consistent range of average attack, damage, defense, and HP numbers for the various classes; we can derive these numbers, look at what values monsters need to interact properly with these values, and make our own table of average damage per round, expected number of attacks till bloodied/dead, and so on.</p></blockquote><p></p>
[QUOTE="robertliguori, post: 4300368, member: 47776"] More hard numbers (along the lines of average damage output, AC to HP to special defense proportions, a way of balancing forced movement versus extra damage versus various status conditions) and the like would be awesome. Numbers like attack bonus and damage per attack are useless if you don't know whether or not this monster is also, say, constantly invisible and phasing through walls. In order for The Math to work, we need to be able to look at monsters at a higher level than the 4E guidelines give us. And if we had that higher level, we could create monsters easily. We could balance the higher movement speed of a goblin wolfrider versus its unmounted bretheren, and determine how much of a disadvantage it is for the wolfrider to lose its mount special abilities when bloodied (representing a blow taking out the mount). Heck, given the balanced nature of the classes, we should be able to get this. There should be a fairly consistent range of average attack, damage, defense, and HP numbers for the various classes; we can derive these numbers, look at what values monsters need to interact properly with these values, and make our own table of average damage per round, expected number of attacks till bloodied/dead, and so on. [/QUOTE]
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