13_CBS
2013-05-11, 01:02 AM
Benchmark numbers come up a lot in the frequent Tier or Tier-related discussions that we have on this forum, or are frequently alluded to; a character needs to be able to do X amount of damage by ECL Y, for example, or that a character needs to have an AC of Z to expect to survive melee combat at ECL Y, etc.
Unfortunately, I don't have very much experience playing D&D, so I don't really know precisely what the values of X and Z in the above examples are. So, in order to find out more about this, I'd like to ask the following questions.
For ECLs 1, 5, 10, 15, and 20, and for a character encountering only CR appropriate challenges, using any officially printed source and any official WotC online material...
What does a character's total Attack Bonus have to be in order to "reliably" hit a monster and deal damage to it? (Feel free to use any reasonable definition of "reliably" here--hitting more than 50% of the time, more than 75% of the time, etc.)
What does a character's total damage per round have to be in order to deal at least "good" damage to a mosnter?
What does a character's total AC have to be in order to be considered "tanky"?
What does a character's total HP have to be in order to not be considered "squishy", or in order to be considered "beefy"?
What does a character's total Grapple modifier have to be in order for that character to be considered "good" at grappling?
What does a character's total Fort/Ref/Will save bonuses have to be in order to "reliably" successfully save against effects targeting those saves?
What does a save-or-suck/lose/die effect's user's total Save DC have to be in order for that Save DC to be sufficiently difficult to save against?
...and that's all the questions I could come up with.
(If my intentions are not clear, I would like, if possible, for answers to be formatted more or less like this:
"At ECL 1, a character needs to have a total Attack bonus of +X to be considered "good" at melee. At ECL 5, that has to be +Y, and at ECL 10, +Z, at ECL 15, +A, ECL 20, +B..."
And so on and so forth.)
Unfortunately, I don't have very much experience playing D&D, so I don't really know precisely what the values of X and Z in the above examples are. So, in order to find out more about this, I'd like to ask the following questions.
For ECLs 1, 5, 10, 15, and 20, and for a character encountering only CR appropriate challenges, using any officially printed source and any official WotC online material...
What does a character's total Attack Bonus have to be in order to "reliably" hit a monster and deal damage to it? (Feel free to use any reasonable definition of "reliably" here--hitting more than 50% of the time, more than 75% of the time, etc.)
What does a character's total damage per round have to be in order to deal at least "good" damage to a mosnter?
What does a character's total AC have to be in order to be considered "tanky"?
What does a character's total HP have to be in order to not be considered "squishy", or in order to be considered "beefy"?
What does a character's total Grapple modifier have to be in order for that character to be considered "good" at grappling?
What does a character's total Fort/Ref/Will save bonuses have to be in order to "reliably" successfully save against effects targeting those saves?
What does a save-or-suck/lose/die effect's user's total Save DC have to be in order for that Save DC to be sufficiently difficult to save against?
...and that's all the questions I could come up with.
(If my intentions are not clear, I would like, if possible, for answers to be formatted more or less like this:
"At ECL 1, a character needs to have a total Attack bonus of +X to be considered "good" at melee. At ECL 5, that has to be +Y, and at ECL 10, +Z, at ECL 15, +A, ECL 20, +B..."
And so on and so forth.)