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Very easy - but SO FREAKING HARD!
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<blockquote data-quote="n00bdragon" data-source="post: 6446151" data-attributes="member: 6689371"><p>This is comically easy. It doesn't even require programming. You can do it in your head. A level 1 monster's AC and HP depends on its role:</p><p>Soldiers: AC 17 and 16 + con HP</p><p>Controllers: AC 15 and 16 + con HP</p><p>Lurkers: AC 15 and 12 + con HP</p><p>Artillery: AC 15 and 12 + con HP</p><p>Brutes: AC 13 and 20 + con HP</p><p></p><p>The original DMG furthermore describes attack bonus being decided by role as well but this turns out to be a less great idea. I've found that flat attack bonuses for all roles work much better. A level 1 monster should have a +6 attack bonus with its attacks that target AC and +4 with all other attacks. Furthermore AoE attacks should have an extra -2 penalty to attack rolls (so an AoE that targets Will for example would have a bonus of +2).</p><p></p><p>Damage is a little more tricky to scale since it increases at a nonlinear rate due to the increases in healing ability and what not. I'd just guesstimate it with the following chart:</p><p>2d10 - Extremely deadly</p><p>2d8 - Very powerful</p><p>1d12 - Strong damage</p><p>1d10 - Upper moderate damage</p><p>1d8 - Lower moderate damate</p><p>1d6 - Weak damage</p><p>Minions: Should probably deal 5-7 damage depending on their role</p></blockquote><p></p>
[QUOTE="n00bdragon, post: 6446151, member: 6689371"] This is comically easy. It doesn't even require programming. You can do it in your head. A level 1 monster's AC and HP depends on its role: Soldiers: AC 17 and 16 + con HP Controllers: AC 15 and 16 + con HP Lurkers: AC 15 and 12 + con HP Artillery: AC 15 and 12 + con HP Brutes: AC 13 and 20 + con HP The original DMG furthermore describes attack bonus being decided by role as well but this turns out to be a less great idea. I've found that flat attack bonuses for all roles work much better. A level 1 monster should have a +6 attack bonus with its attacks that target AC and +4 with all other attacks. Furthermore AoE attacks should have an extra -2 penalty to attack rolls (so an AoE that targets Will for example would have a bonus of +2). Damage is a little more tricky to scale since it increases at a nonlinear rate due to the increases in healing ability and what not. I'd just guesstimate it with the following chart: 2d10 - Extremely deadly 2d8 - Very powerful 1d12 - Strong damage 1d10 - Upper moderate damage 1d8 - Lower moderate damate 1d6 - Weak damage Minions: Should probably deal 5-7 damage depending on their role [/QUOTE]
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Very easy - but SO FREAKING HARD!
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