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Question about philosophy behind CR
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<blockquote data-quote="Sword of Spirit" data-source="post: 6938367" data-attributes="member: 6677017"><p>Running by feel is usually a strength of mine, but it has taken me forever to get it for 5e combat challenge (as opposed to setting ability check DCs on the fly, which I love doing), and I'm still not 100% on it.</p><p></p><p>One thing that I tried in examining some past encounters (my friend has taken over DMing for a few weeks, so haven't had a chance to use it yet) is to do this:</p><p></p><p>1) Determine what the party's average damage output is in a round, assuming all attacks hit.</p><p>2) Determine the party's total "health resources." Basically, sum the hit points, and then add things like Second Wind and Dark One's Blessing.</p><p>3) Do the same for the opponents.</p><p>4) Assume the party hits more often than they miss (because they usually do), and the monsters miss more often than they hit (this might change at higher levels, but it's accurate at low level), and then see how the numbers compare.</p><p></p><p>It worked out remarkably well at predicting the outcome of the recent fights. They ran about as many rounds as it seemed like they should by the math. Basically, I wouldn't have bothered with steps 1-3 in prior editions, but 5e's numbers are sometimes unexpected (the party's numbers were significantly higher than I thought they were). So when I took those extra steps, I was then able to apply my normally good gut feelings in step 4 and make proper estimates.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6938367, member: 6677017"] Running by feel is usually a strength of mine, but it has taken me forever to get it for 5e combat challenge (as opposed to setting ability check DCs on the fly, which I love doing), and I'm still not 100% on it. One thing that I tried in examining some past encounters (my friend has taken over DMing for a few weeks, so haven't had a chance to use it yet) is to do this: 1) Determine what the party's average damage output is in a round, assuming all attacks hit. 2) Determine the party's total "health resources." Basically, sum the hit points, and then add things like Second Wind and Dark One's Blessing. 3) Do the same for the opponents. 4) Assume the party hits more often than they miss (because they usually do), and the monsters miss more often than they hit (this might change at higher levels, but it's accurate at low level), and then see how the numbers compare. It worked out remarkably well at predicting the outcome of the recent fights. They ran about as many rounds as it seemed like they should by the math. Basically, I wouldn't have bothered with steps 1-3 in prior editions, but 5e's numbers are sometimes unexpected (the party's numbers were significantly higher than I thought they were). So when I took those extra steps, I was then able to apply my normally good gut feelings in step 4 and make proper estimates. [/QUOTE]
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