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General Tabletop Discussion
*Dungeons & Dragons
Separating challenge and complexity in monster design
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<blockquote data-quote="Xeviat" data-source="post: 7011693" data-attributes="member: 57494"><p>Flight, regeneration, damage resistances ... a lot of things can affect CR. I'd also argue that a healer or buffer enemy should have its CR calculated in such a way that includes how much it improves allies. This is hard, and will be situational, but let's say a bard npc can cast cure wounds for 4d8+4 and constantly gives allies +4 to damage and +2 to hit. Well, in a fight with 4 allies, it's adding 22 hp (enough to give someone a defensive CR boost) per casting, and could conceivably give it to three people in the fight. All of its allies get +4 damage per turn (possibly enough to bump up offensive CR) and +2 attack does increase offensive CR by one. So if it has 3 allies, it's effectively dealing 12 damage per round in buffs, and boosting its allies CR by 1.</p><p></p><p>That's entirely outside the written rules of the CR calculator, but I feel it's in the spirit.</p><p></p><p>Now, there are a lot of things you can add without officially raising CR. I like adding prone or knockback to the attacks from large creatures, for instance. </p><p></p><p></p><p>Sent from my iPhone using Tapatalk</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7011693, member: 57494"] Flight, regeneration, damage resistances ... a lot of things can affect CR. I'd also argue that a healer or buffer enemy should have its CR calculated in such a way that includes how much it improves allies. This is hard, and will be situational, but let's say a bard npc can cast cure wounds for 4d8+4 and constantly gives allies +4 to damage and +2 to hit. Well, in a fight with 4 allies, it's adding 22 hp (enough to give someone a defensive CR boost) per casting, and could conceivably give it to three people in the fight. All of its allies get +4 damage per turn (possibly enough to bump up offensive CR) and +2 attack does increase offensive CR by one. So if it has 3 allies, it's effectively dealing 12 damage per round in buffs, and boosting its allies CR by 1. That's entirely outside the written rules of the CR calculator, but I feel it's in the spirit. Now, there are a lot of things you can add without officially raising CR. I like adding prone or knockback to the attacks from large creatures, for instance. Sent from my iPhone using Tapatalk [/QUOTE]
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Separating challenge and complexity in monster design
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