Yakk
2023-06-22, 09:47 AM
So I reduced the 5e CR calculator to a single equation.
(HP/8 + DPR/3 + AC + StatBonus)/4 - 6
It doesn't work well with really low AC, HP under 80, etc. Also, over 20 CR the steps are about 2-3 times larger between CR (a CR 30 is "really" like a CR 40-50 if you continued the sub-20 pattern).
A monster with 80 HP, 12 DPR, 13 AC and 12 in its attack stat in the CR math of the DMG has a CR of 1.
Similarly, (80/8 + 12/3 + 13 + 1)/4 - 6 = 1
We can do the same for a naive Rogue. The Naive Rogue either has advantage on a ranged attack for 1d6+3+sneak attack with extra accuracy, or two short swords and lands sneak attack 40% more often than expected by the two swings.
This means their sneak attack DPR is about 5 points per die (after accounting for the accuracy boost), and their base (non-sneak-attack) damage is 10ish (going up slowly) after accounting for either advantage or two attacks.
So their DPR is roughly 12 + 2.5*level.
Their AC is 14 at level 1, going up to 16 at level 4, 17 at level 8 and up to 20+ at level 20 (9-20 from magic armor). Call this 14 + Level/3 roughly.
Their HP with 12 con starts at 9, and goes up by 6 per level; 3 + level*6.
Their Dex is 16 (+3), and goes up by +1 at level 4 and 8. It seems reasonable to pretend this continues due to magic items or whatever; +3 + Level/4.
Plugging this back into the CR math we get:
((3+L*6)/8 + (12+2.5*L)/3 + 14+L/3 + 3+L/4)/4 - 6 = (52L-63)/96
Or, about CR = L/2 - 2/3.
As mentioned, my equation doesn't work exactly with low HP. But bear with me.
Flipping it we get CR+2/3 = L/2, or Level = 2*CR + 4/3; we can round the 4/3 down and say that the "virtual level" of a CR X monster is 2X+1.
Ie, a CR 1 monster is "roughly equivalent" to a Level 3 naive rogue.
(I suspect we could map 1/2 to Level 2 and 1/4 to Level 1 and 1/8 to level 0.5.)
What I propose is to flip the script on monster CR. Using this equation I'll map monster CR to a monster Level. Then I'll make a monster Level based building system, where monsters very roughly correspond in power to PCs of the same level.
Then building encounters looks a bit more like 4e. An encounter with an equal number of even-level monsters will be the baseline difficulty (which I believe is harder than medium).
(HP/8 + DPR/3 + AC + StatBonus)/4 - 6
It doesn't work well with really low AC, HP under 80, etc. Also, over 20 CR the steps are about 2-3 times larger between CR (a CR 30 is "really" like a CR 40-50 if you continued the sub-20 pattern).
A monster with 80 HP, 12 DPR, 13 AC and 12 in its attack stat in the CR math of the DMG has a CR of 1.
Similarly, (80/8 + 12/3 + 13 + 1)/4 - 6 = 1
We can do the same for a naive Rogue. The Naive Rogue either has advantage on a ranged attack for 1d6+3+sneak attack with extra accuracy, or two short swords and lands sneak attack 40% more often than expected by the two swings.
This means their sneak attack DPR is about 5 points per die (after accounting for the accuracy boost), and their base (non-sneak-attack) damage is 10ish (going up slowly) after accounting for either advantage or two attacks.
So their DPR is roughly 12 + 2.5*level.
Their AC is 14 at level 1, going up to 16 at level 4, 17 at level 8 and up to 20+ at level 20 (9-20 from magic armor). Call this 14 + Level/3 roughly.
Their HP with 12 con starts at 9, and goes up by 6 per level; 3 + level*6.
Their Dex is 16 (+3), and goes up by +1 at level 4 and 8. It seems reasonable to pretend this continues due to magic items or whatever; +3 + Level/4.
Plugging this back into the CR math we get:
((3+L*6)/8 + (12+2.5*L)/3 + 14+L/3 + 3+L/4)/4 - 6 = (52L-63)/96
Or, about CR = L/2 - 2/3.
As mentioned, my equation doesn't work exactly with low HP. But bear with me.
Flipping it we get CR+2/3 = L/2, or Level = 2*CR + 4/3; we can round the 4/3 down and say that the "virtual level" of a CR X monster is 2X+1.
Ie, a CR 1 monster is "roughly equivalent" to a Level 3 naive rogue.
(I suspect we could map 1/2 to Level 2 and 1/4 to Level 1 and 1/8 to level 0.5.)
What I propose is to flip the script on monster CR. Using this equation I'll map monster CR to a monster Level. Then I'll make a monster Level based building system, where monsters very roughly correspond in power to PCs of the same level.
Then building encounters looks a bit more like 4e. An encounter with an equal number of even-level monsters will be the baseline difficulty (which I believe is harder than medium).