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*TTRPGs General
Removing Multiple Attacks: What changes must be done to monsters?
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<blockquote data-quote="Flynn" data-source="post: 3502707" data-attributes="member: 1836"><p>A quick analysis of Damage Per Round produced the table of results below. The following assumptions were made in the process:</p><p></p><p>1. The weapon used inflicted 1d8 damage (4.5 on the average).</p><p>2. The weapon had a crit range of 20, and did double damage on a successful crit.</p><p>3. The attacker had a BAB advance of +1 per level.</p><p>4. The attacker started with a 15 Str, and increased Str at every ability score increase by character level.</p><p>5. The attacker had the Weapon Focus feat at 1st level, and the Greater Weapon Focus feat at 8th level.</p><p>6. The attacker had the Weapon Specialization feat at 1st level, and the Greater Weapon Specialization feat at 12th level.</p><p>7. The attacker does not have any magical bonuses from his weapon at any level. (It's unrealistic, of course, but acquisition of magical weapons can be pretty unpredictable.)</p><p>8. The AC is based on the MM's rule of thumb for AC when making your own monsters (pg 298), which is that AC should be at 13+CR. Considering that half of all encounters are against a CR equal to the character's level, this set the baseline against which percentages for damage were calculated.</p><p></p><p>Here are the results:</p><p>[code]</p><p>Level Single Iter. Difference</p><p>1 3.9 3.9 0</p><p>2 3.9 3.9 0 </p><p>3 3.9 3.9 0</p><p>4 6.175 6.175 0</p><p>5 6.825 6.825 0</p><p>6 6.825 11.55 4.725</p><p>7 6.825 11.55 4.725</p><p>8 7.475 12.65 5.175</p><p>9 7.475 12.65 5.175</p><p>10 7.475 12.65 5.175</p><p>11 7.475 15.525 8.05</p><p>12 10.85 21.7 10.85</p><p>13 10.85 21.7 10.85</p><p>14 10.85 21.7 10.85</p><p>15 10.85 21.7 10.85</p><p>16 11.55 23.1 11.55</p><p>17 11.55 23.1 11.55</p><p>18 11.55 23.1 11.55</p><p>19 12.25 24.5 12.25</p><p>20 13.875 26.825 12.95</p><p>[/code]</p><p></p><p>If my assumptions are good, and my calculations are valid (two pretty big assumptions there), then this represents a good minimum to look at. There are too many variables to take everything into account (as a wider threat range might increase damage, as will magic weapons, etc, skewing matters generally in the direction of the iterative attacker), but I figure this is a good baseline.</p><p></p><p>The Saga solution of adding half your level to your damage is works out better for lower levels and somewhat penalizes you after 10th level, but only by 4.85 hitpoints at the greatest difference, that being at 12th and 13th levels. Five hitpoints usually isn't the difference between the life and death of a character, save for first level, of course, so that may be the best way to go.</p><p></p><p>Thanks for the guidance, Wulf. Any other suggestions would be greatly appreciated.</p><p></p><p>With Regards,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 3502707, member: 1836"] A quick analysis of Damage Per Round produced the table of results below. The following assumptions were made in the process: 1. The weapon used inflicted 1d8 damage (4.5 on the average). 2. The weapon had a crit range of 20, and did double damage on a successful crit. 3. The attacker had a BAB advance of +1 per level. 4. The attacker started with a 15 Str, and increased Str at every ability score increase by character level. 5. The attacker had the Weapon Focus feat at 1st level, and the Greater Weapon Focus feat at 8th level. 6. The attacker had the Weapon Specialization feat at 1st level, and the Greater Weapon Specialization feat at 12th level. 7. The attacker does not have any magical bonuses from his weapon at any level. (It's unrealistic, of course, but acquisition of magical weapons can be pretty unpredictable.) 8. The AC is based on the MM's rule of thumb for AC when making your own monsters (pg 298), which is that AC should be at 13+CR. Considering that half of all encounters are against a CR equal to the character's level, this set the baseline against which percentages for damage were calculated. Here are the results: [code] Level Single Iter. Difference 1 3.9 3.9 0 2 3.9 3.9 0 3 3.9 3.9 0 4 6.175 6.175 0 5 6.825 6.825 0 6 6.825 11.55 4.725 7 6.825 11.55 4.725 8 7.475 12.65 5.175 9 7.475 12.65 5.175 10 7.475 12.65 5.175 11 7.475 15.525 8.05 12 10.85 21.7 10.85 13 10.85 21.7 10.85 14 10.85 21.7 10.85 15 10.85 21.7 10.85 16 11.55 23.1 11.55 17 11.55 23.1 11.55 18 11.55 23.1 11.55 19 12.25 24.5 12.25 20 13.875 26.825 12.95 [/code] If my assumptions are good, and my calculations are valid (two pretty big assumptions there), then this represents a good minimum to look at. There are too many variables to take everything into account (as a wider threat range might increase damage, as will magic weapons, etc, skewing matters generally in the direction of the iterative attacker), but I figure this is a good baseline. The Saga solution of adding half your level to your damage is works out better for lower levels and somewhat penalizes you after 10th level, but only by 4.85 hitpoints at the greatest difference, that being at 12th and 13th levels. Five hitpoints usually isn't the difference between the life and death of a character, save for first level, of course, so that may be the best way to go. Thanks for the guidance, Wulf. Any other suggestions would be greatly appreciated. With Regards, Flynn [/QUOTE]
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