Sword of Spirit
Legend
I came up with that factor by noting the game's math seemed to be centered around one monster against a party of four PCs, but it's possible the actual calculation uses something else that just happens to be close to 0.25. For example, if the actual calculation uses 0.65/2.5 = 0.26 then a base AC of 12 and a base AB of +4 fits the published XP values quite well. Why these numbers? Well, 0.65 is the base chance to hit, so our effective DPR would now include that factor. And 2.5 is the average number of rounds a monster tends to live for against a baseline party of four level appropriate PCs, so our effective HP is treated more like an effective HP per round.
I had a thought and wanted to share immediately in case anyone wants to make use of it before I get to it.
What if it's just x1/3, since combat is expected to last 3 rounds?
That might sound overly simple, but we know they oversimplify from the input form (they don't include initiative bonus at all, for example).
EDIT: That's not actually looking very promising.
@tomedunn do you have any other possibilities than 14/13 that might work for an exponential version? Playing around with some other things and realizing having more flexibility there might be useful.
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