First off, lemme begin by saying I STRONGLY suggest rounding ALL numbers DOWN with NO exceptions. I have run tests, and the numbers come out far more accurate at all levels by rounding down in all cases as per the D&D standard. If you do not, some of the weaker monsters especially come out horribly overrated, most notably (so far) the Hell Hound (CR 4.8) which comes out at a ridiculous CR 5/EL 10 when rounding normally, but is a slightly less ridiculous CR 4/EL 9 if you round down only. Another good example is the Medium-Size Skeleton (CR 1.7) that comes out at a preposterous CR 2/EL 5 if rounded normally, but works out to be a slightly better CR 1/EL 1. Another example of a monster that rounds badly the way UK suggests are the Ghoul (CR 4.6) that rounds normally to CR 5/EL 10, but rounds down to CR 4/EL 9, and although both numbers are pretty bad, the latter is much closer. Also see the Goblin (CR 0.8) that rounds normally to CR 1/EL 1 but rounds down to CR 0.5/EL 0.5, which is much better; the hobgoblin works out the same way. Oh, two more examples are the Dretch (CR 4.526) thats rounds to CR 5/EL 10 but rounds down to CR 4/EL 9 and the Lemure (CR 3.75) that rounds to CR 4/EL 9 but rounds down to CR 3/EL 7.
Since rounding up and down at higher levels does not have much of a chance of changing the EL, the low-level numbers are the key to deciding which is more accurate. As I have shown, rounding down is the ONLY way to get an accurate reading on many low-level monsters. There are plenty more examples, but I feel that the above examples are sufficient to prove my point to be true.
Sonofapreacherman said:
Howdy Upper_Krust.
Could you break down a giant bee for me?
So far I get:
+1.5 for 3 HD.
+0.2 for natural armor.
+0.8 for fly (good)
+0.6 for poison (I think; the poison rules seemed unclear).
Using the poison will kill the bee, so that should modify their CR significantly.
Right now, however, a giant bee weighs in at CR 3.1.
That seems severely overrated. The Monster Manual rates them at CR 1/2, and while I know not to take that estimation seriously, the two values still represent a huge disparity.
Thanks.
Edit: I forgot to add +0.5 for Immune to mind-influencing effects, bringing the new total for a giant bee up to CR 3.6. Rounding that value up to CR 4 seems even more ridiculous.
Yikes. What now?
Re-edit: I just uncovered another bonus of +0.2 for 20 ft. faster than 60 ft Medium-size fly speed, creating a grand total of CR 3.8. Still CR 4, but now a lot more solidly.
Curious, while we're on the subject, do the movement bonuses work in reverse? For example, would a Medium-size creature with a 20 ft non-fly speed suffer a –0.1 CR modifier?
Lemme give this a shot . . .
Giant Bee
3 Vermin Hit Dice: CR +1.5
+2 Natural Armor: CR +0.2
Flight (Good): CR +0.8
Movement +20 ft.: CR +0.2
Poison: CR +1.2
Vermin: CR -0.5
Kamikaze Attack: Ad Hoc CR/2
Giant Bee: CR 1.7 --- (CR 2/EL 5 by UK's rounding) CR 1, EL 1 (if done properly)
Heh, there's another good example of why to round down and NOT round up!
Sonofapreacherman said:
Another quick question for you Upper_Crust.
How would you rate the attach and Blood Drain ability of the Stirge? CR +0.2 each?
For the Stirge I have...
+0.55 for Hit Dice.
+0.6 for fly (average)
–0.75 for Tiny size.
–0.1 for slower non-flight speed (assuming penalties work in reverse as movement bonuses)
+0.1 for faster flight speed.
+0.2 for Attach (subject to revision).
+0.2 for Blood Drain (subject to revision).
+0.2 for non-standard Weapon Finesse feat (beasts do not normally get feats).
This brings the stirge to a CR of 1.0 exactly (so far). Any disagreements with that Upper_Krust?
Stirge:
1 Beast Hit Die: CR +0.55
Tiny: CR -0.75
Flight (Average): CR +0.6
Movement +10 ft.: CR +0.1
Blood Drain: CR +0.9
1 Extra Feat: CR +0.2
Stirge: CR 1.6 --- (CR 2/EL 5 by UK's rounding) CR 1, EL 1 (if done properly)
I did not count the attach ability because, unlike similar abilities in other creatures, there is little to no benefit from it. There are as many penalties as there are bonuses and it does not really make the encounter any more difficult, especially since it can easily be killed in one hit, moreso after using this ability. This, however, further demonstrates the NECESSAITY to round down in ALL cases. For the blood drain ability, I took the normal base but only added half the normal value of the blood drain points.
In fact, I would be willing to bet there is not a single example anywhere in D&D where the creature is better rated by rounding up properly than it is when rounded down. Not a single example. Anyway, that's (based on the information) the ratings for those two and my presentation about rounding down.
Take it or leave it, but understand that rounding up almost always overestimates the enemy badly.