Revised Challenge Ratings/Encounter Levels (pdf)

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The real question (for you Upper_Krust) is...

...at what point do *non-core character races* fall into the ECL 0.5 category for when racial abilities do not count towards CR?

Right now, you have a +0.2 CR for darkvision. That will always be a racial ability. When does it count and when does it not?

Furthermore, why do racial abilities not count towards CR? A modifier of up +0.5 can be a significant deciding factor where CR is concerned.
 

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Re: Y0!

Hey all! :)

I know EnWorld has been down for 24 hours for the server change but my internet access was down for almost 12 hours before that as well, so a lot to catch up with, bear with me...

Hi Eä mate! :)

apologies for initially missing this post in the crush. :o

-Eä- said:

BOOYAKASHA! :D

-Eä- said:
I'm just popping in to say hello! I must say I haven't followed many of the posts the last month, but I have tried to keep up.

This thread is akin to a comfortable pair of slippers...its always there for you when you need it. ;)

-Eä- said:
I don't know if you have noticed this, but the system is almost perfect for creating a C++ algorithm for calculating CR, EL and so on... I'm thinking of doing this. It might be a good excersise for my already rusty programming.

So what you are saying is that I am a good mathematician as well...and I didn't even know it.

-Eä- said:
Well well... It's nice to see someone else interested in the undead here (-: I remember the first discussions on undead gods some a year and a half ago (I think) (-:

Hey if you want we can arrange it for Clay_More to send you the Hellsing discs (after I send them to him). I think you would really enjoy them too mate.

-Eä- said:
To say something constructive, I add to this post that I think the layout is more user friendly in the third version of the document.

Glad to hear it! ;)

Is there anyone out there who doesn't like the layout of Version 3? Let me know, I appreciate all feedback.

-Eä- said:
Are you still using Page Maker, U_K?

Yes mate. ;)

-Eä- said:
I recently discovered the power of TeX! It's the most custmomisable layout language I have encountered... The versatility is absolute. If you're thinking of continuing publishing PDFs I recommend looking into it.

I am happy with Pagemaker which has taken me a while to get to grips with I don't want to start having to learn something else.

-Eä- said:
And, more importantly: I recommend publishing the files both as postscript and PDF. Most Unix and Linux users prefer postscript and there isn't much software for PDFs supporting those platforms... It isn't a major issue, but if it doesn't invlolve much work, please look into it.

Mmmm...well I'll have a think.
 

Hi xanatos mate! :)

xanatos said:
This is the last group of things that sounded strange after reading the pdf two or three times. (for UK)

Sure, fire away.

xanatos said:
ECL: perhaps you should add "usable at will"... A Cure Light Wounds Usable At Will is quite powerful (it's like a Fast Healing Not Usable in Combat). Players always try to maximize "usable at will" abilities, while monsters can use them only a few times before dying.

I had an ECL bonus to spell-like abilities in an early draft, I must have removed that by accident.

xanatos said:
Vorpal Strike and Devastating Critical
Isn't the first too much better than the second? (No save against Fort Save) (the Fort Save is based on Con and HD... Bigger creatures have both of them... Epic Creatures are quite often Big... So...)

Actually I am making Vorpal Strike a deific ability and suggesting its removal from the epic feat list. I was deliberating the matter when I typed up the previous draft of the CR/EL document, I just 'played it safe at the last minute'.

xanatos said:
Revised Spells
If you revise Harm and Heal then you should add higher versions of both with higher HD, and perhaps you should add both of them (Heal + Harm) to the "Cure" group (so that Clerics can spontaneously cast them).

I only have enough room for certain changes. I could fill a book creating heal and harm variants.

xanatos said:
Some things that are missing: CR for very damaging monsters (in HtH)

Can you give me an example?

xanatos said:
monsters with abilities with impossible DC (both of them are quite often connected to very high attributes)

Again, any examples?

xanatos said:
"Leveled" intelligence of monsters (number of tactics/strategies that they can use) (ok... I know... Many DM play Dragons and zombies in the same way)

I'm determining CRs, combat and tactics are left up to the DM and can be handled through situational modifiers.

xanatos said:
"Modes and flexibility" of attacks (only HtH w/o Fly, HtH + Fly/Ranged Attack, only nonmagical, only magical, nonmagical + magical)

If I understand you correctly (?) these are handled with situational modifiers.

xanatos said:
Is there a chapter in your book on how to solve the problem of "absolutes" in a game like DnD?

I believe I can solve that without resorting to a whole chapter to do so. ;)

xanatos said:
(Indestructible/Invulnerable/Die without Save (Vorpal and other effects)/Mor Dis Sph/etc.)

I have this dealt with.

xanatos said:
and a chapter about "show stopping" spells (Save or Die/Save or Charm/...) but probably even againt "show resuming spells" (True Resurrection... Pay 5000gp and restart...)

What exactly do you think is wrong with these spells?

xanatos said:
Sample CR of monsters: you should modify the small Headings (or remove them) (Arrowhawk, barghest, celestial...), or put all the non classified monsters under "Various" (no, a Titan is not a Slaad and a Ha-Naga is not a Golem!) and you forgot two headings in the Epic Monsters... Sirrush and Slaad. And Worm that walks should be capitalized.

I only have so many lines on a page. :o

xanatos said:
Oh... Yes... Do you think you will publish it before or after 3.5?

The pdf version definately, the print version no.
 

kreynolds said:
Upper_Krust,

Hey kreynolds mate! :)

kreynolds said:
Another question for ya'. What kind of modifier would you assign to a template that gets maximum hit points per each hit die? Would you base the modifier on the die type? For example, Dragons get +0.75 per die. If the dragon was guaranteed maximum hit points, what would you raise it by? I was thinking of raising it by an additional +0.25. Basically, it would end up looking something like this...

CR +1/HD Dragons
CR +0.95/HD Outsider
CR +0.9/HD Magical Beasts
CR +0.85/HD Monstrous Humanoids; Shapechangers and (Intelligent) Undead
CR +0.8/HD Aberrations; Beasts; Elementals; Giants and Humanoids
CR +0.75/HD Animals; Constructs; Fey; Oozes; Plants; (Mindless) Undead and Vermin.

What do you think? Anyone else's input would be valuable as well.

Actually maximum hit points is one of the powers given to immortals. Technically I rate it at +0.7 (total). Though it is probably less useful to those with d4 Hit Dice and more useful to those with d12 Hit Dice, I was forced to find a comfortable average though.
 
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Upper_Krust said:
Technically I rate it at +0.7 (total). Though it is probably less useful to those with d4 Hit Dice and more useful to those with d12 Hit Dice, I was forced to find a comfortable average though.

Why where you forced to find a comfortable average? Your system seems extremely flexible, and though I have only a small grasp of it, it would appear to be able to handle smaller adjustments perfectly.

Was there an inherent problem with using different values based upon hit die? It seems to work exceedingly well for the values assigned to hit die in the monster/class design section, so shouldn't it work just as well for this?

By the way, how much with the Immortal's Handbook be? I need to go ahead and set aside the cash for this puppy. :)
 

Hi kreynolds mate! :)

kreynolds said:
Why where you forced to find a comfortable average? Your system seems extremely flexible, and though I have only a small grasp of it, it would appear to be able to handle smaller adjustments perfectly.

Indeed, when you are defining them on a case by case basis.

kreynolds said:
Was there an inherent problem with using different values based upon hit die? It seems to work exceedingly well for the values assigned to hit die in the monster/class design section, so shouldn't it work just as well for this?

No the problem was there was no way I could predict what class level a deity would take.

kreynolds said:
By the way, how much with the Immortal's Handbook be? I need to go ahead and set aside the cash for this puppy. :)

The pdfs or the Print Version?

All these things are fairly standard priced (typically by page count) these days are they not?
 

Sonofapreacherman said:

Howdy Seasong.

Oh I think we can improve this wizard's chances further still. If you are going to create your own arcane spellcaster, rather than use the iconics, I think we can safely assume that wizards and sorcerers put their second highest roll into Dexterity.

This is your first mistake. Constitution is almost ALWAYS the second highest stat. Anything else is pretty stupid.

Sonofapreacherman said:

If the iconics were smart enough to do so, then I think "Twink" is too. I will use the standard attribute array of 15, 14, 13, 12, 10, 8 in the following order...

Str 10
Dex 14
Con 12
Int 15
Wis 13
Cha 8

Twink is a human, so rather than choosing silly feats (to be fair as you say) he will choose feats that actually make sense, of which Improved Initiative is definitely one and Spell Focus (enchantment) is definitely another.

Twink is a 1st level wizard and so takes every advantage he can get. He's not stupid after all. The important detail to note here is that it *makes sense* for a wizard to take Improved Initiative. Twink also took shield as one of his 1st level spells.

You are creating a wizard for the sole purpose of winning this battle. I have NEVER seen a PC take this route. Toughness and Combat Casting are the feats chosen a good 90% of the time. Improved Initiative is usually the NEXT feat. I don't know ANYONE who takes Spell Focus (enchantment), because Spell Focus (evocation), Spell Focus (transmutation), and Spell Focus (necromancy) serve the wizard much better. Unless he is an Enchanter, which isn't the common scenario.

Sonofapreacherman said:

For the record as well, wizards are not proficient with short spears, but let's say Twink carries one strictly for the purposes of making a coup de grace. If you disagree, then we can redo this whole example with a sorcerer, switching 15 Int for 15 Cha.

I would disagree, seeing as I've never known a wizard to carry a weapon he can't use just on the off-chance he'll have to be by himself and coup de grace. Also, the Sorcerer is quite unlikely to take Shield, as it is a utility defense spell and MOST Sorcerers are splat mages.

Sonofapreacherman said:

Let's see now, the standard feat for a hobgoblin is Alertness but these 2nd level fighter hobgoblins also get a 1st and 2nd level fighter bonus feat. You could give them Improved Initiative as one of those feats, but to my way of thinking, fighters usually take much more offensive feats (Weapon Focus, Power Attack, Great Cleave). Still, the option is there. You would be tweaking out your *standard hobgoblins* specifically to resist my *tailored version* of Twink, but it's possible.

No I wouldn't. Improved Initiative is one of the standard feats choesen by the NPC fighter in the DMG. My example used the two fighters from the DMG for the hobgoblins (stats modified as per DMG p.58) and the sorcerer for the human. Everything I used was considered STANDARD. What YOU are doing is tailor-making a character to deal with this combat.

Sonofapreacherman said:

Let the combat begin!

You've already lost this debate by not using standards, but I'll humor you.

Sonofapreacherman said:

More often than not, Twink will win initiative (even if your hobgoblins took Improved Initiative).

Let's see now, you placed the range at 20 feet?

Poppycock!

Most combat begins within 30 feet. Only overland encounters are different. MOST things happen in *dungeons*, though, so it's safe to assume the combat begins at under 30 feet.

Since your entire scenario is negated by using only an example that fits your needs, I see no reason to continue. Under your assumed scenario, the Wizard could indeed win.

I, however, gave a COMMON scenario, something that would be much more likely to happen. A Sorcerer standard out of the book, the most likely feats at Level 1, and hobgoblins that were ready-made from the DMG.

There's your perspective for ya'.
 
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Hiya mate! :)

Sonofapreacherman said:
The real question (for you Upper_Krust) is...

...at what point do *non-core character races* fall into the ECL 0.5 category for when racial abilities do not count towards CR?

Right now, you have a +0.2 CR for darkvision. That will always be a racial ability. When does it count and when does it not?

Furthermore, why do racial abilities not count towards CR? A modifier of up +0.5 can be a significant deciding factor where CR is concerned.

To be honest I think you can get away with this either way.
 

Sonofapreacherman's twink wizard vs hobgob's:

Str 10, Dex 14, Con 12, Int 15, Wis 13, Cha 8
HP: 5
Spell DC: 13 (15 for enchantment only)
Initiative +6 (+2 DEX, +4 improved initiative)
Feats: improved initiative, focus: enchantment
Spear 1d8+0

A few comments: This character is twinked pretty well for casting sleep or charm at the beginning of combat. He's twinked pretty rotten for being a wizard, however, and at higher levels, he's really going to feel the bite of the suck vampire. He's also not well designed for being part of a team, or for fighting reach creatures in team situations, where going first = AoO. In the campaign I'm currently running, against the creatures the players have faced thus far, this "twink" would already be dead. I'll humor you, though, and let you play a character designed only for this one encounter.

Hobgoblin Fighter-2
HP 13 (2d10 avg, +1 CON per HD)
Fort +4 (+3 class, +1 CON)
Will +0 (+0 class, +0 WIS)
Initiative +5 (+1 DEX, +4 improved initiative, weapon focus)
(Note: initiative tie, hobgoblin loses, DEX 13)
Longsword 1d8+1 (+1 STR)

For "fairness", we will assume that neither the wizard nor the hobgoblins has taken Improved Initiative, and that the hobgoblins are 20 ft away from the wizard at the start of the round. If the hobgoblins are within striking distance, the wizard is dead regardless; if the hobgoblins are too far away, they'll just use javelins (or charge, or die, etc.).

1. Roll initiative. Wizard has a 57.25% chance of success.
- Failure: Wizard dies.*
- Success: Go to step 2.
2. Wizard casts spell. We will assume he is 10-30 ft away.
3. Hobgoblin 1 rolls save: 70% chance of succumbing.
- Does not succumb: Wizard dies.*
- Succumbs: Go to step 4.
4. Hobgoblin 2 rolls save: 70% chance of failure.
- Does not succumb: Wizard dies.*
- Succumbs: Go to step 5.
5. Wizard coup de graces Hobgoblin 1. 83.75% chance of death.
- If Hobgoblin does not die, Wizard dies.*
- If Hobgoblin dies, go to step 6.
6. Wizard coup de graces Hobgoblin 2. 83.75% chance of death.
- If Hobgoblin does not die, Wizard dies.*
- If Hobgoblin dies, WIZARD WINS.

Total chance of success: 19.76%
Chance of meaty death: 80.24%

We're still good on XP, here. Also note that you have sacrificed your general Spell DC in return for initiative, which is arguably not that important to a spell caster except in specialized situations... and in that specialized situation, you've only improved your chance of success by x1.5... and it's STILL way too risky.

* If a round ends with the hobgoblins adjacent to the wizard, they will get their attacks, PLUS attacks of opportunity the next round, with ONE attack doing sufficient damage, on average, to kill the wizard.
Sonofapreacherman said:
Twink is a human, so rather than choosing silly feats (to be fair as you say) he will choose feats that actually make sense, of which Improved Initiative is definitely one and Spell Focus (enchantment) is definitely another.

Note: spell focus (enchantment) is a nice choice for this single encounter. For higher levels, and other encounters, it's a pretty rotten choice. Improved initiative is useful if you are by yourself, otherwise, for wizards, it's generally better to go with something like defensive casting. And if you'd stopped focusing on the initiative so much, you wouldn't have had to take spell focus just to get the same spell DC - you could have gotten a higher DC, in fact. Since the spell DC counts twice in your chances and initiative only counts once, this was a poor choice.
The important detail to note here is that it *makes sense* for a wizard to take Improved Initiative. Twink also took shield as one of his 1st level spells.
An excellent choice. Since it only lasts for one minute, when will he cast it? Unless you are referring to your ambush example, which, as mentioned, is reduced EL.
For the record as well, wizards are not proficient with short spears, but let's say Twink carries one strictly for the purposes of making a coup de grace. If you disagree, then we can redo this whole example with a sorcerer, switching 15 Int for 15 Cha.
That was my intent.
Let's see now, the standard feat for a hobgoblin is Alertness but these 2nd level fighter hobgoblins also get a 1st and 2nd level fighter bonus feat. You could give them Improved Initiative as one of those feats, but to my way of thinking, fighters usually take much more offensive feats (Weapon Focus, Power Attack, Great Cleave). Still, the option is there. You would be tweaking out your *standard hobgoblins* specifically to resist my *tailored version* of Twink, but it's possible.
No more so than your "cast first and get hit by a couple of AoOs" wizard is ;). And really, for fighters, going first can mean the difference between cleaving two orcs, or death. I'm not sure why you think taking it is silly - for a low level fighter on the front line, it's often the only difference between life and death.
Let's see now, you placed the range at 20 feet?

Poppycock!

Again, Twink is not stupid. His sleep spell has a range pf 110 feet at 1st level, so he is going to take advantage of that distance and cast at 100 ft.
Ah, so Twink is the one planning when and where the encounter will happen? Ambush, ECL -2. Otherwise, Twink has little choice in whether or not to "take advantage of that distance".

If the hobgoblins were planning when and where the encounter happened (Alertness, remember? Does your Twink have Hide?), it would be 5 ft. And even if you won initiative, it wouldn't matter. Start to cast, get hit once or twice, DIE.
If the hobgoblins *are* put to sleep by the spell, then it's a cakewalk for Twink. He can inflict an average minimum damage of 13 during a coup de grace with his shortspear. End of story. They don't even need to make their Fortitude saving throws and Twink will stab each hobgoblin twice for good measure.
Your chances of doing average damage or more is 50%. Your chances of doing it TWICE are only 25%. Your only hope is to do sufficient damage that their fortitude save sucks.
Now, keeping all of those factors in mind, what are the new chances of survival?
See above. Roughly 1 in 5, still pretty crappy.
 

If you revise Harm and Heal then you should add higher versions of both with higher HD, and perhaps you should add both of them (Heal + Harm) to the "Cure" group (so that Clerics can spontaneously cast them).
I only have enough room for certain changes. I could fill a book creating heal and harm variants.
Yes, but remember that by changing the Heal and Harm you are creating a hole. There wasn't any Single Target Healing Spell at 7th, 8th and 9th level because Heal was absolute. But if Heal is not absolute, then there is the need for better Healing (especially when a PC can have 300/400 hp!).
And then there is the Heal = Cure. If a single Heal doesn't completly heal a player, then he will need multiple heal, and the old problem "the cleric has to prepare only healing spells" will return (Cure Critical Wounds is quite useless at epic levels!)

Some things that are missing: CR for very damaging monsters (in HtH)
Can you give me an example?
Dragons are typical example (they have a high damaging breath weapon. And then, if you want to create a complete method to calculate CR you have to consider even bad monster writer! There are new "official" monsters every month (Dungeon+Dragon+Wizard's web), plus tons of "fans created". Designing monsters is an art, calculating CR should be more a science than an art!

monsters with abilities with impossible DC (both of them are quite often connected to very high attributes.
Again, any examples?
Genius Loci? An Enslave with a DC of 53 and an half-CR of 27.
Hagunemnon (half-DC of 24) specials attacks based on Cha are 10 + 22 (half HD) + 12 = DC 44 and their Deva Critical DC is 10+16(or 17)+21(or 22)=DC 47
Hunefer (half CR = 25, with your rules for Dev. Critical): Dev. Critical DC = 10 + 12 (or 13... I always forget the rounding rules)+ 18 = DC 40
Leshay (half CR 25): Gaze Charm DC 53!
Shadow of the Void (half CR 28): DC of 37 or lose 6 perm Con, and save every round for 6 more rounds, for every hit!

"Modes and flexibility" of attacks (only HtH w/o Fly, HtH + Fly/Ranged Attack, only nonmagical, only magical, nonmagical + magical)
If I understand you correctly (?) these are handled with situational modifiers.
I think they are intrinsic of the monster. A flying breathing Dragon is a true dragon. A walking dragon is a pet! :-)
Especially at high levels players will have abilities to become immune to some attacks. A monster that has many different attacks can balance this (but he will lose rounds to discover the right attack).
An example of this: a monster that can cast fireboll, lightening bolt, magic missile, an ice spell and a sonic spell isn't so much stronger than a monster that can cast only fireball, unless the party is immune to fire (in SAS (Silver Age Sentinel) to solve this you pay full cost only for the most powerful attack, and you pay a fixed price for each other less powerful attack (because with secondary attacks you are paying only for flexibility, not for raw power)


and a chapter about "show stopping" spells (Save or Die/Save or Charm/...) but probably even againt "show resuming spells" (True Resurrection... Pay 5000gp and restart...)
What exactly do you think is wrong with these spells?
a) Epic DnD is full of Save Or Die spells! Very full... No... Wait... Fuller! :-) This is probably because damage dealing spells at epic levels:
1) Su#k (the number of dices of damage go up slower than the combined HD and Con of monsters) (and I can even prove this... Look at Epic monsters... Their designers discovered that it was useless to give them 20d6 of breath weapon... So they gave them 2d4 of perm Con Drain... at 30 Level it's 60 hp with no save that can't be quickly repaired (beacuse Greater Restoration has a high casting time) or
2) Kill because they are multi-metamagiked (both of these are not good solutions)
So the only chance of Wizards is to bet on a single shot.
b) Being Charmed is not funny! (Especially for your party... But you can have a good time bashing your "friends"!)
c) Being put out of combat (strong paralysis, teleport somewhere else etc.) is still not very funny

"Epic Literature" isn't full of Resurrections... When a person dies he is dead, and if you want to resurrect him you have to make a big quest. In Epic Dnd to resurrect a person you have to pay 5000gp to your cleric! To balance this you die quite often if your master uses the CR suggested in the book! I'm for the "very rare resurrection".
There is a reason because in DnD there are HPs... A single lucky shot shouldn't kill you. But Save or Die spells are much more like "real life games" where a shot can kill anyone. And the paradox is that this happens especially at higher levels, because save or die spells are high level spells! So it's easyer that a very strong hero will fall with a single shot than a weaker hero (5th-10th level) will! This isn't DnD. This is RoleMaster!

Sample CR of monsters: you should modify the small Headings (or remove them) (Arrowhawk, barghest, celestial...), or put all the non classified monsters under "Various" (no, a Titan is not a Slaad and a Ha-Naga is not a Golem!) and you forgot two headings in the Epic Monsters... Sirrush and Slaad. And Worm that walks should be capitalized.
I only have so many lines on a page.
Yes, but you can always move a little to the left/to the right the headings! :-)
 

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