Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Tidbit for monster design
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sword of Spirit" data-source="post: 9814073" data-attributes="member: 6677017"><p>That's a lot of information in that!</p><p></p><p>I was initially valuing the effects of conditions based on methods very similar to what I saw on one of the pages of your website--trying to figure out how they should actually effect a combat against an assumed template party, and translate that into increases decreases to the basic monster CR variables (AC, AB, DPR, HP). But then Jeremy Crawford said that conditions actually have a set equivalent damage value. His example being <em>scorching ray</em> as the basis of 2nd-level spell damage, where <em>hold person</em> the iconic initial "action denial" spell is, and therefore "action denial" conditions are worth the damage of <em>scorching ray</em>, which would be 21. So paralysis and other similar conditions are considered 2nd-level/21 damage, and that's how you adjust monster stats. He, interestingly and enigmatically, said an effect that <em>only</em> paralyzes, would be worth that damage value, perhaps hinting that if it were a rider on another attack it wouldn't just add that 21 damage. (To add my own comment, it <em>shouldn't</em> add the same value, since there is an extra saving throw between the attack hitting and the paralysis working, which should be accounted for, and it would be a massive oversight if they didn't in some manner account fof that.) All that to say, I was just wandering if you had figured out what the damage equivalents of the other conditions are?</p><p></p><p></p><p></p><p>Here's a really important question. Since their spreadsheet has no place to enter Save DC, I'm assuming that effects that rely on saves rather than attacks must convert to an equivalent Attack Bonus value. I believe your analysis determined what that should be, but I'm not sure what the final value was. According to your calculations, in DC = AB + x, what is x?</p><p></p><p></p><p></p><p>That's good then, because, once I figured it out, it seemed like an obvious way to do it, and if the values are similar, I can include it as I attempt to figure out the other details.</p><p></p><p>Since I haven't gotten anywhere near CR 20+ yet, I haven't run into the issue of the curve changing after that. But I do have a thought on a possibility for what might be going on that doesn't require the XP-based CR to be wrong. If you look at the MM errata, in the first printing some of the high CR monsters were apparently printed with the wrong XP value for their CR (always too low).</p><p></p><p>What if the way they dealt with balancing PC stats not increasing above level 20, that created that different curve, was simply to give us different XP values for the CRs above 20 than that actual XP values that the formula creates? When I determine CR from XP, I just make a table with each row having a CR value and an XP range. The spreadsheet takes determines which row the XP from the formula fits, and tells me the CR. By simply using different values for the XP on that table I could adjust things however I want, while still using the same formula. Since in published monsters each CR gives us a set XP, rather than a range, they could easily just choose set XPs for each row that are disconnected to the actual XPs but create that curve you found.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 9814073, member: 6677017"] That's a lot of information in that! I was initially valuing the effects of conditions based on methods very similar to what I saw on one of the pages of your website--trying to figure out how they should actually effect a combat against an assumed template party, and translate that into increases decreases to the basic monster CR variables (AC, AB, DPR, HP). But then Jeremy Crawford said that conditions actually have a set equivalent damage value. His example being [I]scorching ray[/I] as the basis of 2nd-level spell damage, where [I]hold person[/I] the iconic initial "action denial" spell is, and therefore "action denial" conditions are worth the damage of [I]scorching ray[/I], which would be 21. So paralysis and other similar conditions are considered 2nd-level/21 damage, and that's how you adjust monster stats. He, interestingly and enigmatically, said an effect that [I]only[/I] paralyzes, would be worth that damage value, perhaps hinting that if it were a rider on another attack it wouldn't just add that 21 damage. (To add my own comment, it [I]shouldn't[/I] add the same value, since there is an extra saving throw between the attack hitting and the paralysis working, which should be accounted for, and it would be a massive oversight if they didn't in some manner account fof that.) All that to say, I was just wandering if you had figured out what the damage equivalents of the other conditions are? Here's a really important question. Since their spreadsheet has no place to enter Save DC, I'm assuming that effects that rely on saves rather than attacks must convert to an equivalent Attack Bonus value. I believe your analysis determined what that should be, but I'm not sure what the final value was. According to your calculations, in DC = AB + x, what is x? That's good then, because, once I figured it out, it seemed like an obvious way to do it, and if the values are similar, I can include it as I attempt to figure out the other details. Since I haven't gotten anywhere near CR 20+ yet, I haven't run into the issue of the curve changing after that. But I do have a thought on a possibility for what might be going on that doesn't require the XP-based CR to be wrong. If you look at the MM errata, in the first printing some of the high CR monsters were apparently printed with the wrong XP value for their CR (always too low). What if the way they dealt with balancing PC stats not increasing above level 20, that created that different curve, was simply to give us different XP values for the CRs above 20 than that actual XP values that the formula creates? When I determine CR from XP, I just make a table with each row having a CR value and an XP range. The spreadsheet takes determines which row the XP from the formula fits, and tells me the CR. By simply using different values for the XP on that table I could adjust things however I want, while still using the same formula. Since in published monsters each CR gives us a set XP, rather than a range, they could easily just choose set XPs for each row that are disconnected to the actual XPs but create that curve you found. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Tidbit for monster design
Top