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My Grind Fix: Half hp, 2/3 Xp
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<blockquote data-quote="Sigurd13" data-source="post: 4741620" data-attributes="member: 82662"><p>Not necessarily. </p><p> </p><p>According to DMG pg. 174, if you're only adjusting monster levels up or down by 5 or fewer levels you're only going to end up changing the damage by 2 points at most if you are using Monsters as written from the MM and changing their level using the DMG rules. </p><p> </p><p>Likewise, if you are creating monsters and want to change their damage expressions for level according to the chart in DMG pg. 185, you'll only be changing the average damage by about 3 points or less so long as you don't alter their levels by more than 5. </p><p> </p><p>Of course, this may get a little hairy as you add more and more dice since the stats are going to get slightly more variable as you hit paragon tier, but the damage is similarly stable within 3 or 4 levels of each other. </p><p> </p><p>So unless you feel the RAW on damge are already too low, low damage shouldn't be an issue...</p><p> </p><p>Also consider that you are adding more monsters. Which means that the monster party will A) hit more often overall (since there will be more attack rolls) and B) do more damage. </p><p> </p><p><strong>By way of example: </strong></p><p>Let's assume an Adventuring Party of four 10th level characters.</p><p> </p><p>A normal 10th level encounter would feature four 10th level monsters doing 1d8+5 damage (according to DMG185) about twice a round, assuming they hit about half the time. This is assuming the monster are sticking to their normal at wills and that none of them are brutes (in which case the damage would be greater). </p><p> </p><p>If you make that same encounter from seven 7th level monsters, all getting a +1 or +2 to their attacks and defenses (to make them about even with 10th level baddies) then the party will still be taking 1d8+5 damage, but now they'll be getting it about 3.5 times per round. </p><p>You just increased your damage output by at least 50%.</p><p> </p><p>Let's say you want to have even more monsters on the field and you intend to make that same 10th level encounter with ten 5th level monsters. Remember, these are STANDARD monsters that are not brutes. Adjust their attacks and defenses to keep them near those of 10th level monsters (but they'd have 5th level damage and hp) and now they're dealing 1d6+4 damage about 5 times a round. </p><p> </p><p>Four 10th level mobs = ~18 damage/round (average roll for 1d8+5 x(4/2))</p><p>Seven 7th level mobs = ~27+ dmg/rnd (ave for 1d8+5 x(7/2))</p><p>Ten 5th level mobs = ~35 dmg/rnd (ave for 1d6+4 x(10/2))</p><p> </p><p>And this is only at heroic! The damage dice and the size of the dice keep going up from here on out. There's no way that adding more monsters to the field will somehow lower the damage rating if you make sure to adjust their attack and defenses appropriately.</p></blockquote><p></p>
[QUOTE="Sigurd13, post: 4741620, member: 82662"] Not necessarily. According to DMG pg. 174, if you're only adjusting monster levels up or down by 5 or fewer levels you're only going to end up changing the damage by 2 points at most if you are using Monsters as written from the MM and changing their level using the DMG rules. Likewise, if you are creating monsters and want to change their damage expressions for level according to the chart in DMG pg. 185, you'll only be changing the average damage by about 3 points or less so long as you don't alter their levels by more than 5. Of course, this may get a little hairy as you add more and more dice since the stats are going to get slightly more variable as you hit paragon tier, but the damage is similarly stable within 3 or 4 levels of each other. So unless you feel the RAW on damge are already too low, low damage shouldn't be an issue... Also consider that you are adding more monsters. Which means that the monster party will A) hit more often overall (since there will be more attack rolls) and B) do more damage. [B]By way of example: [/B] Let's assume an Adventuring Party of four 10th level characters. A normal 10th level encounter would feature four 10th level monsters doing 1d8+5 damage (according to DMG185) about twice a round, assuming they hit about half the time. This is assuming the monster are sticking to their normal at wills and that none of them are brutes (in which case the damage would be greater). If you make that same encounter from seven 7th level monsters, all getting a +1 or +2 to their attacks and defenses (to make them about even with 10th level baddies) then the party will still be taking 1d8+5 damage, but now they'll be getting it about 3.5 times per round. You just increased your damage output by at least 50%. Let's say you want to have even more monsters on the field and you intend to make that same 10th level encounter with ten 5th level monsters. Remember, these are STANDARD monsters that are not brutes. Adjust their attacks and defenses to keep them near those of 10th level monsters (but they'd have 5th level damage and hp) and now they're dealing 1d6+4 damage about 5 times a round. Four 10th level mobs = ~18 damage/round (average roll for 1d8+5 x(4/2)) Seven 7th level mobs = ~27+ dmg/rnd (ave for 1d8+5 x(7/2)) Ten 5th level mobs = ~35 dmg/rnd (ave for 1d6+4 x(10/2)) And this is only at heroic! The damage dice and the size of the dice keep going up from here on out. There's no way that adding more monsters to the field will somehow lower the damage rating if you make sure to adjust their attack and defenses appropriately. [/QUOTE]
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