The Technicals

Scribble

First Post
Hey guys, I recently asked a question about how "average hitpoints" were determined in the MM, and after receiving the answer it made me wonder:

What other technical rules are there "behind the scenes" so to speak. For instance, in creating a new monster or character class? Or a new spell or weapon.

Is there already a place to find these equations that I'm not thinking of?
 

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Uhm... the back of the 3.5 MM has a section entitled Creating a New Monster or something like that. There should be everything you need to know there.

The DMG has sections on creating new spells and such. Index is your friend.
 

There are a lot of 'behind the scenes' rules on things like creating dragons (all those age categories!) and pricing constructs. Those are the bigguns I can think of that really ought to be spelled out in the core rules.
 

Uhm... the back of the 3.5 MM has a section entitled Creating a New Monster or something like that. There should be everything you need to know there.

Eh, I don't own the 3.5 MM.

But in any case those weren't the only rules I was talking about, just examples. What I was hoping for was kind of just a compilation of all the various technical rules that needed to be followed.

Shrug.
 

Scribble said:
What I was hoping for was kind of just a compilation of all the various technical rules that needed to be followed.

I've never seen something like this, although I'd love to as well.

The only thing that jumps to mind is Grim Tales, which includes a detailed system for determining CR. I believe that section was done by Upper_Krust, a fellow EN Worlder, so you might be able to find it here on the boards as well. :)
 

how accurate is the CR system you've mentioned, haiiro? the d&d one is waaaay crazy to my group (maybe a three-player party just throws off the system). some stuff makes sense, and some stuff is either totally under- or overpowered.
 

What other technical rules are there "behind the scenes" so to speak. For instance, in creating a new monster or character class? Or a new spell or weapon.
Is there already a place to find these equations that I'm not thinking of?
Maybe you find some information in the SRD.
There are some technical "behind the scenes" rules.
There are basically no rules for new classes. The existing classes are supposed to be balanced against each other, so if you create a new class, you should check the mechanics behind it.
The only guideline for classes I can think of is one for spellcasting:
(Spell Level x 2) -1 <= Caster level determines the spell levels available for most spell casters (remove the "-1" for Sorcerors, and change the x2 to x3 for Bards, I think). Maximal Level available over 20 level is usually one below the maximum level according to the formula. (A Wizard could learn to cast 10th level spells at level 19, but there are no 10th level spells. A Bard should be able to cast 7th level spells at 20th level, but he doesn´t)

Most supernatural and extraordinary abilities now do contain how to determine the saving throw DCs (usually 10+1/2 HD + ability modifier) for advanced creatures, but there are no guidelines for advancing innate spellcasting abilities. (except to change the DC if the ability score changes)

beeber said:
how accurate is the CR system you've mentioned, haiiro? the d&d one is waaaay crazy to my group (maybe a three-player party just throws off the system). some stuff makes sense, and some stuff is either totally under- or overpowered.
A three-player party does throw of the system, at least a little bit.
The CR mostly assumes the standard 4 character group (with wizard, fighter, rogue, cleric) and it doesn´t account for any special circumstances like favorable or unfavorable terrain, characters out of spells or under/overequipped and so on.
It´s only a guideline, and when designing an encounter, you should always take into account the abilities of the group and the circumstances of the encounter. I don´t think the Grim Tales rules will change that a lot, but they will still prove helpful when determining the CR of a newly created monster.
 

beeber said:
how accurate is the CR system you've mentioned, haiiro? the d&d one is waaaay crazy to my group (maybe a three-player party just throws off the system). some stuff makes sense, and some stuff is either totally under- or overpowered.

The CR rules were created for a 4 player party. The general guide I use when having more or less people in the group is making the CR one point lower or higher for each additional person or each person less person in the group. This general guideline works only when the number of people in the are more than one.

So that a party of 8th level character should consider these equal challenges:

single person : CR 4
two persons : CR 6
three persons : CR 7
four persons : CR 8
five persons : CR 9
six persons : CR 10
seven persons : CR 11
eight persons : CR 12

and so on ...

Remember this is my personal guideline, not a set rule.
 

There are basically no rules for new classes. The existing classes are supposed to be balanced against each other, so if you create a new class, you should check the mechanics behind it.

But there are equations the designers used to determine say what a cleric's BAB would be, or a save or things of that nature.

That's what I'm talking about. The equations that they used that aren't readily apparent but might be helpfull when designing new things.
 

Good saves are 2 + Class Level/2, rounding the result down
Poor saves are Class Level/3, rounding down

BAB for wizard/sorceror progression is Class Level/2
BAB for clerics, druids, bards, rogues is 3/4 x Class Level
BAB for fighters, barbarians, rangers, paladins is Class Level

Ability Score Bonuses are Ability/2 - 5, rounded down.

Was that what you were looking for?

Pinotage
 

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