nijineko
2020-09-02, 06:14 PM
D&D is complex. And trying to figure out how to pick the right mix for an encounter is even more complex.
To make a character, NPC, or monster using the default methods, you have to use the following:
Stat Block items
Method used to pick
Primary statistics (STR, etc)
Random Number Generator
Secondary stats (saves, AC, etc)
Various derived Formulas
Race
Package Select
Classes (base and prestige)
Package Select
Templates
Package Select or DM approval
Skills
Point Buy
Feats
Option Select
Carrying Capacity
Secondary stat, look up on chart
Languages
Option select & point buy
Money
Random Number Generator
Equipment (weapons, armor, etc.)
Purchase from giant lists
Special Abilities
Derived from race, class, or template
Special Qualities
Derived from race, class, or template
SFX (psionics, magic, etc)
Derived from race, class, equipment, or template
That is a huge range of variance in possible options that any given character, NPC, and monster will have. The demerits of CR have been discussed at length elsewhere, so I will not go into that here. As can be seen from the table above, there are so many different aspects to a creature, that it is hard to quantify the value or weight of various different options, especially when some choices are very niche in scope and effect, while others are fairly broad.
I have come up with a variant CR system that potentially applies not only to monsters, NPCs, and characters, but also to items, powers, spells, special abilities and qualities, and other special effects. This variant potentially allows one to roughly compare almost any aspect of the game with any other aspect of the game. It is not perfect, but I believe it is better than the CR system.
The first step in comparing two things is to convert them all to the same unit. Looking at the table above, this at first seemed impossible... until I noticed that there was one unit in the table above that actually included all the effects of all the other units.
Feats. There is a feat that grants the benefit of almost every other part of the stat block. And where there is not a single feat that gives a specific benefit, a group of feats can equal the same end effect.
I call this the "Hidden Equivalency Value", or HEV, a value which is equivalent to every other value on the stat block, that has been hidden in plain sight all along.
Stat
Feat
Equivalent to one HEV
BAB
epic prowess
+1 to attack
Fort
great fortitude or luck of heroes
+2 to fort, or +1 to all saves (thus after first level every two or three levels of saves is worth one HEV)
Ref
lightning reflexes or "
+2 to ref, or "
Will
iron will or "
+2 to will or "
Skill points
open minded or various in PHB
5 skill points or +4 bonus to skills
Armor usage
various armor proficiencies
gain proficiency
Shield usage
various shield proficiencies
"
Weapon usage
various weapon proficiencies (simple, martial, exotic, etc)
"
Unarmed strikes
improved unarmed strike
"
AC
dodge
+1 to AC, or dodge bonus specifically
Natural armor
improved natural armor
+1 to natural armor
Initiative
fire heritage
+1 to initiative
HP
toughness
+3 hit points
iterative attack
rapid fire or snap kick
extra attack
spellcasting ability
magical training
grants spellcasting and 3 cantrips
spell known
extra spell
extra spell known
spell slot
extra slot
extra spell slot
gaining higher level spells
improved spell capacity
grant +1 max spellcasting level
spontaneous casting ability
spontaneous healer/ wounder/ summoner
gain ability to swap out a spell
psionic ability
hidden talent
gain psionic ability, pp, and one power
power points
psionic talent
+2 power points
power known
expanded knowledge
gain one extra power
gaining higher level powers
improved manifesting
grant +1 max manifesting level
character stat
great (stat)
+1 to stat
magic item slots
additional magic item space
grants additional slot
fly
born flyer
gain flying ability
trample
centaur trample
gain trample ability
pounce
catfolk pounce
gain pounce ability
speed
speed of thought or dash
+10 movement or +5 movement
spell-like ability
innate spell
conver spell to spell like
supernatural ability
assume supernatural ability
access to supernatural ability
1d6 of damage
improved sneak attack
use for either sneak attack specifically, or for general 1d6 damage
etc
etc
etc
Furthermore, using the note in the A&EG that states that feats are worth 10,000 GP (in item form) plus 5k-10k more GP per prerequisite of the feat in question, we can assign a GP value to feats/HEV, and could also convert the GP value of items directly into HEV.
This could optionally be used to roughly address the "value weight" question of feats, as not all feats are equal in scope and effect. Instead of using a flat 1:1 regardless of what kind of feat it is as I did above (notice that there are several epic feats listed above), one could consider using the GP value equivalency to calculate the HEV of a high level feat versus a low level feat.
As one can see from the table, it is possible to convert practically every ability listed in the stat block to HEV, which when all the various abilities of a given character or monster or NPC or other item/effect/etc are totaled, it gives a rough total power level of the target in question. And where there is not a direct HEV for a certain effect or ability, one can break down the end result of the ability into the component statistics and convert that into HEV.
Finally, once the HEV is determined, it can be converted to KDS, which stands for Kobold Death Squad: where the HEV value of a standard unmodified kobold from MM1 is equal to 1 KDS. Thus we can now determine just how many kobolds your character is worth. Which is where the name I decided on comes from.
I would be interested in feedback and analysis.
Note: Kobolds themselves use the term "Meeps" instead of KDS.
To make a character, NPC, or monster using the default methods, you have to use the following:
Stat Block items
Method used to pick
Primary statistics (STR, etc)
Random Number Generator
Secondary stats (saves, AC, etc)
Various derived Formulas
Race
Package Select
Classes (base and prestige)
Package Select
Templates
Package Select or DM approval
Skills
Point Buy
Feats
Option Select
Carrying Capacity
Secondary stat, look up on chart
Languages
Option select & point buy
Money
Random Number Generator
Equipment (weapons, armor, etc.)
Purchase from giant lists
Special Abilities
Derived from race, class, or template
Special Qualities
Derived from race, class, or template
SFX (psionics, magic, etc)
Derived from race, class, equipment, or template
That is a huge range of variance in possible options that any given character, NPC, and monster will have. The demerits of CR have been discussed at length elsewhere, so I will not go into that here. As can be seen from the table above, there are so many different aspects to a creature, that it is hard to quantify the value or weight of various different options, especially when some choices are very niche in scope and effect, while others are fairly broad.
I have come up with a variant CR system that potentially applies not only to monsters, NPCs, and characters, but also to items, powers, spells, special abilities and qualities, and other special effects. This variant potentially allows one to roughly compare almost any aspect of the game with any other aspect of the game. It is not perfect, but I believe it is better than the CR system.
The first step in comparing two things is to convert them all to the same unit. Looking at the table above, this at first seemed impossible... until I noticed that there was one unit in the table above that actually included all the effects of all the other units.
Feats. There is a feat that grants the benefit of almost every other part of the stat block. And where there is not a single feat that gives a specific benefit, a group of feats can equal the same end effect.
I call this the "Hidden Equivalency Value", or HEV, a value which is equivalent to every other value on the stat block, that has been hidden in plain sight all along.
Stat
Feat
Equivalent to one HEV
BAB
epic prowess
+1 to attack
Fort
great fortitude or luck of heroes
+2 to fort, or +1 to all saves (thus after first level every two or three levels of saves is worth one HEV)
Ref
lightning reflexes or "
+2 to ref, or "
Will
iron will or "
+2 to will or "
Skill points
open minded or various in PHB
5 skill points or +4 bonus to skills
Armor usage
various armor proficiencies
gain proficiency
Shield usage
various shield proficiencies
"
Weapon usage
various weapon proficiencies (simple, martial, exotic, etc)
"
Unarmed strikes
improved unarmed strike
"
AC
dodge
+1 to AC, or dodge bonus specifically
Natural armor
improved natural armor
+1 to natural armor
Initiative
fire heritage
+1 to initiative
HP
toughness
+3 hit points
iterative attack
rapid fire or snap kick
extra attack
spellcasting ability
magical training
grants spellcasting and 3 cantrips
spell known
extra spell
extra spell known
spell slot
extra slot
extra spell slot
gaining higher level spells
improved spell capacity
grant +1 max spellcasting level
spontaneous casting ability
spontaneous healer/ wounder/ summoner
gain ability to swap out a spell
psionic ability
hidden talent
gain psionic ability, pp, and one power
power points
psionic talent
+2 power points
power known
expanded knowledge
gain one extra power
gaining higher level powers
improved manifesting
grant +1 max manifesting level
character stat
great (stat)
+1 to stat
magic item slots
additional magic item space
grants additional slot
fly
born flyer
gain flying ability
trample
centaur trample
gain trample ability
pounce
catfolk pounce
gain pounce ability
speed
speed of thought or dash
+10 movement or +5 movement
spell-like ability
innate spell
conver spell to spell like
supernatural ability
assume supernatural ability
access to supernatural ability
1d6 of damage
improved sneak attack
use for either sneak attack specifically, or for general 1d6 damage
etc
etc
etc
Furthermore, using the note in the A&EG that states that feats are worth 10,000 GP (in item form) plus 5k-10k more GP per prerequisite of the feat in question, we can assign a GP value to feats/HEV, and could also convert the GP value of items directly into HEV.
This could optionally be used to roughly address the "value weight" question of feats, as not all feats are equal in scope and effect. Instead of using a flat 1:1 regardless of what kind of feat it is as I did above (notice that there are several epic feats listed above), one could consider using the GP value equivalency to calculate the HEV of a high level feat versus a low level feat.
As one can see from the table, it is possible to convert practically every ability listed in the stat block to HEV, which when all the various abilities of a given character or monster or NPC or other item/effect/etc are totaled, it gives a rough total power level of the target in question. And where there is not a direct HEV for a certain effect or ability, one can break down the end result of the ability into the component statistics and convert that into HEV.
Finally, once the HEV is determined, it can be converted to KDS, which stands for Kobold Death Squad: where the HEV value of a standard unmodified kobold from MM1 is equal to 1 KDS. Thus we can now determine just how many kobolds your character is worth. Which is where the name I decided on comes from.
I would be interested in feedback and analysis.
Note: Kobolds themselves use the term "Meeps" instead of KDS.