surfarcher
First Post
Yeah [MENTION=1932]Savage Wombat[/MENTION] it is a bit messed up, as I mentioned already. They seems to have spliced three different curves together. I'll probably re-engineer it at some stage, but not in the short term.
Are you planning to talk about the EXP table for monsters? Because someone needs to; that thing is messed up.
From my perspective it's the splicing together of 3 distinctly separate curves.How is it messed up? Do you mean cause there are staggered jumps and its not a straight curve? Or because the XP multiplier gets goofy when you have high CR and very low CR monsters in the same group?
How is it messed up? Do you mean cause there are staggered jumps and its not a straight curve? Or because the XP multiplier gets goofy when you have high CR and very low CR monsters in the same group?
From my perspective it's the splicing together of 3 distinctly separate curves.
Savage Wombat said:The first one. It's just weird that the amount of EXP for a monster is almost equal to a "fair" encounter for PCs of the same level as CR, but not quite. Sometimes more, sometimes less. And yes, the incomprehensible curve is strange - I'm hoping Surf can figure out how it relates to the power level of the monster in some way.
My hunch is there's some kind of increasing ratio between the boundary levels of each Tier of Play in regards to the comparison of medium difficulty encounter XP & XP for an equal level monster... Probably to account for higher level PCs ability to take on increasingly higher level monsters (CRs go to 30!) thanks to a multiplier effect.
...snip...
Thanks to Bounded Accuracy it looks like "to hit" values have been somewhat decoupled and don't seem to factor into Damage any more.Can't wait to dig into some of the monter's attacks.
IMO, there's four basic units of monster construction: how many hits they can take, the DC to hit them, how many hits they give before they drop, and the DC's that they can hit.
Kind of!Or maybe to put it another way: a critter's CR doesn't dictate their AC or attack values to any great degree (perhaps just as much as a proficiency bonus might). What mostly matters is the hits they can give and the hits they can take.