D&D 5E What is a PC's "CR"?

ezo

Hero
I realize this sort of a apples to oranges comparison, and determining an accurate CR for a creature is as much art as science, but I was curious as to how my PCs "measure up" in terms of CR.

IME, we normally think of a PC roughly equal to a CR around 2/3 their level. Others may have a different metric, but I have found this works well for me personally.

In my current game, for example, the 8th-level PCs would be on par with CR 5 creatures.

This is just a "rough estimation" of course.

However, in going through the "creature creation process" in 2014, I have determined the effective CR of my PCs is fairly higher... around CR 8 or 9 even. This might be my incorrect application of the process, so I want to share one of the more powerful PCs in our group and (if you are so inclined) have you try it to see what CR you come up with.

Basic strategy is to use bonus actions for igniting his spear for the extra 1d6 fire damage per hit and then bonus action for Giant's Might or Hill Giant Rune (depending on offense or defense), and finally then use bonus actions for TWF attacks with second weapon (att +8, 1d8+5). Otherwise extra attack allows two attacks per round with the spear (his primary weapon).

8th-level Half-Orc Fighter (Rune Knight)
STR 20, DEX 14, CON 20, INT 12, WIS 14, CHA 10
AC 19 (adamantine plate armor, Dual Wielder feat +1)
HP 112 (rolled w/ Tough feat)
Attack +9 (+1 weapon) x2; +8 (+0 magic weapon) (Two-Weapon Fighting Style)
Damage 1d6+6+1d6 fire (magic weapon); 1d8+5

Feats: Heavy Armor Master (1st), ASI (4th), Dual Wielder (6th), Tough (8th)
Runes: Fire, Hill, Stone
This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Other archetype features:
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • You have advantage on Strength checks and Strength saving throws.
  • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

If you have any additional questions, please let me know. I'll be posting summaries of the other PCs later on for analysis as well. :) Cheers.
 

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I realize this sort of a apples to oranges comparison, and determining an accurate CR for a creature is as much art as science, but I was curious as to how my PCs "measure up" in terms of CR.

IME, we normally think of a PC roughly equal to a CR around 2/3 their level. Others may have a different metric, but I have found this works well for me personally.
For 2014 rules, I would compare their AC, max HP, average damage per round against the table on p. 274 of the 2014 DMG. I ignore the columns prof bonus, +hit, and spell DC, since these can sometimes be way out of whack

Your estimate of CR equal to 2/3 of character level is a good ballpark estimate, that generally won't be off by much
 

For 2014 rules, I would compare their AC, max HP, average damage per round against the table on p. 274 of the 2014 DMG. I ignore the columns prof bonus, +hit, and spell DC, since these can sometimes be way out of whack

Your estimate of CR equal to 2/3 of character level is a good ballpark estimate, that generally won't be off by much
Probably a bit higher if using the 2024 update. 3/4, rounding up?
 

For 2014 rules, I would compare their AC, max HP, average damage per round against the table on p. 274 of the 2014 DMG. I ignore the columns prof bonus, +hit, and spell DC, since these can sometimes be way out of whack

Your estimate of CR equal to 2/3 of character level is a good ballpark estimate, that generally won't be off by much
I'm not sure what you're saying there.

The way the values on that table work is you look at the average damage per round to see the starting line for offensive CR. Then as the text on same page says, if the creature's attack bonus is 2 or more above or below the listed one, you shif the offensive CR up or down one level each time.

You do the same thing with hit points and AC. You only use save DC if effects that require saves rather than attack rolls make up the larger share of damage output.

You do not use the proficiency bonus on that table at all. It is mostly there as a reminder of what proficiency bonuses go with what CRs.
 

Probably a bit higher if using the 2024 update. 3/4, rounding up?
As far as "ballpark estimations" go, I'd say that 2/3 and 3/4 are the same thing. The margin of error is definitely larger than the difference between 67% and 75% times character level.

Also the delta between a fully optimized character vs a casually built character will be far FAR greater than the difference between 2014/2024 rulesets or between 2/3 vs 3/4 times level, so being "accurate" is important then you really ought to just estimate it for each particular PC
 



For whatever it's worth, here's how I ran the monster maths from 2014 DMG with your half-orc rune knight:

TOTAL CR = (9 + 7) / 2 = 8

DEFENSIVE CR 9

effective hp = 112 + 14 treating Relentless Endurance as DMG treats Undead Fortitude (for expected CR 5 to 10) x 1.5 Hill Rune resistances to b/p/s Hill Rune (for expected CR 5 to 10) = 189

AC 19

OFFENSIVE CR 7

DPR = (43+39.5+39.5)/3 = 40.5
  • Round#1 = Spear 2 x (3.5+6+3.5) + 7 fire rune + Other Weapon (4.5+5) + extra critical damage Savage Attacks (3 x (0.05 x 3.5) + 0 bonus action activate Hill Rune = 43
  • Round#2 = Spear 2 x (3.5+6+3.5) + Other Weapon (4.5+5) + giant’s might 3.5 + extra critical damage Savage Attacks (3 x (0.05 x 3.5) = 39.5
  • Round#3 = Spear 2 x (3.5+6+3.5) + Other Weapon (4.5+5) + giant’s might 3.5+ extra critical damage Savage Attacks (3 x (0.05 x 3.5) = 39.5

Attack +9
 

A monster is supposed to be an appropriate challenge for 3-5 PCs with an average level equal to its CR, right? So, assuming the system is working as intended (not a small assumption, to be fair), shouldn’t a PC be the equivalent of about 1/4 its level CR…?
 

A monster is supposed to be an appropriate challenge for 3-5 PCs with an average level equal to its CR, right? So, assuming the system is working as intended (not a small assumption, to be fair), shouldn’t a PC be the equivalent of about 1/4 its level CR…?
I would not assume that a monster of X Challenge Rating is a challenge for 4 PCs of Level X. Monsters don't get enough HP to make this be close to true

For example, CR guidance assumes that Monster HP scales by +15 per Challenge Rating (up to CR20, then scales faster). If a group of 4 PCs level up, they gain a hell of a lot more than 5 DPR combined (which would keep things even assuming a 3 round fight). And then on top of that discrepancy, almost all monsters (pre-2024 MM, at least) have much lower HP than the 2014 DMG guidelines say they should, so it's even more non-linear
 

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