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<blockquote data-quote="overgeeked" data-source="post: 8232765" data-attributes="member: 86653"><p>If you break down the math to account for the assumption of one monster per four party members you can easily take things back to 4E’s 1-for-1 ratio and the numbers click into place. You get something close to easily scaled monsters.</p><p></p><p><strong>Standard Monster Stat Block, v2</strong></p><p><strong>Level:</strong> X.</p><p><strong>Prof. Bonus:</strong> 1 + 1/4 level.</p><p>✦ 01-04: +2; 05-08: +3; 09-12: +4; 13-16: +5;</p><p>✦ 17-20: +6; 21-24: +7; 25-28: +8; 29+: +9.</p><p><strong>AC:</strong> 12 + 1/2 level.</p><p><strong>HP:</strong> Level x6.</p><p><strong>Attack:</strong> 4 + 1/2 level.</p><p><strong>Damage:</strong> Level x2.</p><p><strong>Save DC:</strong> 8 + Attack.</p><p><strong>Checks:</strong> +0, +prof, +attack.</p><p></p><p>This is an example. This monster looks under on HP and damage because it’s meant to face one PC, not an entire party. Just have one of these per party member or multiply the HP and damage by the # of party members. The MM HP and damage are typically x3, x3.5, or x4 what this yields, again the game assumes a party of four. The damage is average for one attack per PC, so a party of four the monster should have x4 that damage, either from multiattack and/or legendary actions. That’s also average so you can combine them for a single big attack. This also assumes you’ll do the +1 level / -1 level adjustments for offense swaps or AC vs HP swaps, offense vs defense swaps, etc. One of these has one attack. If you use multiples each has one attack. If you scale this up based on party size, give it one attack per PC. </p><p></p><p>This is almost spot on for ~80% of the monsters WotC has published. If you think their monsters are too tough or too weak, adjust from there. Doing it like this also fixes the action economy problem.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8232765, member: 86653"] If you break down the math to account for the assumption of one monster per four party members you can easily take things back to 4E’s 1-for-1 ratio and the numbers click into place. You get something close to easily scaled monsters. [B]Standard Monster Stat Block, v2 Level:[/B] X. [B]Prof. Bonus:[/B] 1 + 1/4 level. ✦ 01-04: +2; 05-08: +3; 09-12: +4; 13-16: +5; ✦ 17-20: +6; 21-24: +7; 25-28: +8; 29+: +9. [B]AC:[/B] 12 + 1/2 level. [B]HP:[/B] Level x6. [B]Attack:[/B] 4 + 1/2 level. [B]Damage:[/B] Level x2. [B]Save DC:[/B] 8 + Attack. [B]Checks:[/B] +0, +prof, +attack. This is an example. This monster looks under on HP and damage because it’s meant to face one PC, not an entire party. Just have one of these per party member or multiply the HP and damage by the # of party members. The MM HP and damage are typically x3, x3.5, or x4 what this yields, again the game assumes a party of four. The damage is average for one attack per PC, so a party of four the monster should have x4 that damage, either from multiattack and/or legendary actions. That’s also average so you can combine them for a single big attack. This also assumes you’ll do the +1 level / -1 level adjustments for offense swaps or AC vs HP swaps, offense vs defense swaps, etc. One of these has one attack. If you use multiples each has one attack. If you scale this up based on party size, give it one attack per PC. This is almost spot on for ~80% of the monsters WotC has published. If you think their monsters are too tough or too weak, adjust from there. Doing it like this also fixes the action economy problem. [/QUOTE]
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