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Thrawn wrote:Most traps can just be avoided. I think the +2 for "unavoidable" is a good addition. I just think of all the 7 point falling rock traps that can add tons of difficulty on paper, but then one search and they are all avoided easily.


lorddax wrote:Im reading thru the thread and it seems like your DM has managed to cram D&D into an HQ shoe![]()
I'd love to explore his brain and system as I try to build mine.
My design goals are:
No Chart Lookups in game (GM or Player)
No Character sheets (as a past D&D dm these are the first things to break, go missing, be forgotten, or slow the game down)
Easy Insertion of new players
Easy scalability: for both original components under new system and for adding new modules
Be as simple as possible to allow people to customize for their own needs.
lorddax wrote:An orc then becomes worth 17pts (9/2/6) and a goblin is worth 13pts (6/1/6). Which means that 1 orc is approximately equal to 1.3 goblins. 2 goblins gets a score of 24 (12/2/12) which is equal to 1.4 Orcs, which also happens to be the score of a Orc compared to a Fimir.
lorddax wrote:Took note of your suggestions and ran some more math. I'm now inclined to agree with you that 4/1/5 may be the best valuation. It also make translating onto a points pool based encounter design system much easier. Here is the math on 4/1/4 and 4/1/5.
You can see in the far right that the 4/1/5 set up the ranking a bit better, and that the increases between the greenskins is more consistent thru the ranks. The system seems almost usable now!![]()
If we score a default average starter hero (2/2/6 with no skills) they score an even 40, which means they are slightly stronger than two orcs. Which seems like a solid assessment from gameplay sessions and factoring the hero ability to regain BP post battle. And as their BP drops the monsters become more dangerous. Not harder, but more dangerous which seems apt.
lorddax wrote:This does not factor in MP of course, so MP would need to be used as a non stat effector, perhaps working on skills and the like.
Thoughts? Do the design values make sense?


Thrawn wrote:I've been applying some math-hammer to this, and think the point values need a lot of adjusting.
Scenario 1: Defense vs Body Points
A 4 defense enemy is worth +6 points under the system.
A 3 body point enemy is also worth +6 points.
However, these two statistics are not even close to being equal in value. When I attack a creature, each defense die is worth 1/6 of a body point each time I attack, so +3 defense gives a 50% chance of defending a skull. Meanwhile, the body point is a 100% chance of needing an additional skull required to kill the creature.
Scenario 2: Defense vs Offense.
A 4 defense enemy is worth +6 points under the system.
A 3 attack enemy is also worth +6 points.
Each attack die is basically a 50% chance of a hit. Meanwhile defense dice are only a 1/6 chance of negating a single hit. That means they are 1/3 as likely to be successful.
My overall Suggestion:
Defense is highly overrated (reduce to 1 point to equalize att/def)
Body points are underrated (increase to 4 points, possibly 5.)
Thrawn wrote:My other area I'm trying to figure out the right comparisons is whether having a 0 level baseline skews the numbers. Is 1 orc really more difficult than 2 goblins? I'm not convinced that this is the case (although an argument could be made.)


Daedalus wrote:Monster XP The general principle in this rating system is to assign a factor of experience points, or XP, to a monster for each characteristic point above a minimum. Collectively, the monsters and master monsters have the following minimums for characteristics: Move 1, Attack 1 (derived from the Wizard), Defend 1, Body Points 1, and Mind Points 0. Any characteristic above a minimum awards a certain number of XP per attack die, defend die, Body Point or Mind Point. Mindless undead gain a 1 XP bump due to their immunity to the Sleep spell.
Move works differently, as it is compared to a Hero's average Move of 7. If a monster's Move is less than half of a Hero's average Move, a -1/2 XP penalty is accrued. If a monster's Move is equal to or greater than a Hero's average Move, a +1/2 XP bonus is gained.
Multiply Defend XP by Body XP (unless one factor is 0), as those factors combine effectiveness. Then total that sum with all other XP and then round down, if necessary.


Daedalus wrote:Monster Spells One more possible XP issue is certain monster's spells. They require XP values to add to the master monster's XP, so use the following:Monster Spell XP ValuesFear ...................... 1 XP Tempest ............ 1 XP Ball of Flame ...... 2 XP
Sleep ..................... 2 XP Rust ................. 2 XP Escape ............. 3 XP
Cloud of Chaos .......... 4 XP Command ........... 4 XP Summon Orcs ..... 4 XP
Summon Undead ........ 4 XP Lightning Bolt ...... 5 XP Firestorm .......... 5 XP
Hero Spells: Spells add to XP using the following values:Hero Spell XP ValuesSwift Wind ................. 1 Fire of Wrath ......... 1Tempest .................... 1 Ball of Flame .......... 2Genie ....................... 3 Courage ............. 1/4^Pass Through Rock ........ 1 Veil of Mist ............ 1Rock Skin ................... 1 Sleep ................... 2Heal Body .................. 5 Water of Healing ..... 5
^ Use 1 if ruled useful for the next attack only, or use 4 if ruled useful for multiple attacks.


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