A change of 15 points per CR from 1 up to level 20 is hard to reverse engineer?What is the hp range by CR on the DMG monster creation table derived from? Having a tough time reverse engineering it." (2018)
A change of 15 points per CR from 1 up to level 20 is hard to reverse engineer?What is the hp range by CR on the DMG monster creation table derived from? Having a tough time reverse engineering it." (2018)
A change of 15 points per CR from 1 up to level 20 is hard to reverse engineer?
I like that kinda stuff, but I probably won't try it until after work tomorrow.I mean why did they pick those numbers? I'm assuming it's based on some sort of party of characters and how long it would take them to defeat that monster. What does that party look like? I posted a thread on it back then but there wasn't a lot of interest. If there is interest in reverse engineering the numbers now, I'd be willing to start a new thread.
Ah, well if you take Soak*DPR*(accuracy and AC fudge, worth about 10% per point) you get a value that scales linearly with XP.I mean why did they pick those numbers? I'm assuming it's based on some sort of party of characters and how long it would take them to defeat that monster. What does that party look like? I posted a thread on it back then but there wasn't a lot of interest. If there is interest in reverse engineering the numbers now, I'd be willing to start a new thread.
Here. Dave responded to my Tweet and JC confirmed he is correct.
So, according to the Gospel of JC, you cannot modify the trigger of Counterspell, thus a creature casting a spell must be within 60 feet.
If you want to rule otherwise at your table, do so, but it is not RAW nor supported by the game designers, namely JC.
Who has the best nova abilities. I am curious how paladin and sorcerers do. But the hp of the Druid wild shaping and barbarian bear totem makes me curious also. Really not sure. Haven’t played enough 20th level for pvp purposes.
I always vote fighter because the 5e fighter is badass and don't care about your pathetic "reason."
Eh...I definitely wouldn't waste a PWK on a Druid's wildshape form. I'd probably keep leading them in the sky while casting something like a web, which restrains them and therefore reduces their speed to 0, having them take the roughly 15-20d6 (being optimal). I'd probably then either cast PWK or a high-level damaging spell so for the overflow damage on the next turn. Maybe a heightened Finger of Death?Moon Druid Killer: Sorcerer. Sorcerer takes Power Word Kill and Fly (if they can't fly from class or racial features). Attack with cantrips. If Moon Druid's form is ever below 100 hit points Quicken Power Word Kill for instant death. With flight the Moon Druid has to turn into a flying shape to catch you and none of them have over 100 hit points so they better not do that as long as you've got Power Word Kill in your back pocket. If their shape gets real low on health they can also be hit with Sleep giving the Sorcerer a full minute to prepare some other doom for them (delayed action fireball time anyone?).
It's actually pretty easy to grab every single 9th-level spell as a sorcerer if you set out for it. You're probably keeping only the all-star 1st-level spells in your spells-known. Same as the other spells up to 4th or 5th level, so you'll probably won't even need 50% of your spells known for this specific fight. I don't think it's too wise to grab PWK, though, unless you have a specific strategy for it. Then again, if you can get initiative first, a quicken firebolt/PWK could kill a wizard with a +1 con mod.Note that in an actual campaign a Wizard is far more likely to have learned Power Word Kill because it is mostly kind of a waste for a 9th level spell and a Sorcerer spell known. Since they can't quicken spells though they would have to use a more complicated tactic to get the Druid in that danger zone at the beginning of their turn.
Ah, well if you take Soak*DPR*(accuracy and AC fudge, worth about 10% per point) you get a value that scales linearly with XP.
If you do the same with a Paladin, smiting all their slots and festless, with modest magic items, you get a comeasurate budget per encounter over a standard adventuring day.
It takes a bit of fudging (when do you get plus X magic items?), but the model isn't hard.
The monster power curve in the DMG is so patterned it looks like a power budget target. AC etc is a bit wonkey. But then they can build PC classes to approximate that budget.
I got into it because I'm trying to fix some progression problems I see with the back 10 levels of many non-casters; this will impact power budget, and I'd like to be able to have a functioning encounter building math afterwards.