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<blockquote data-quote="Yaarel" data-source="post: 9336094" data-attributes="member: 58172"><p>When organizing features into a design space of a feat, Level 1 is worth several feats.</p><p></p><p>Plus, the 2024 background is worth some feats, including the ability improvements, background feat, and proficiencies.</p><p></p><p>Plus the species traits are worth some feats.</p><p></p><p>Level 1 characters are hugely front-loaded.</p><p></p><p></p><p>There is a "Level 0" background, that is worth a number of feats before even gaining a Level in a class.</p><p></p><p>It is possible to divine this Level 0, into several Levels, each with feats. It is tempting to divide Level 0 into:</p><p>• Level 0 − species traits</p><p>• Level ⅛ − background proficiencies with tools, skills, and languages</p><p>• Level ¼ − rudimentary combat training (perhaps borrowing from class weapon, armor, or cantrip)</p><p>• Level ½ − background feat</p><p></p><p></p><p></p><p>"(Level + 1)*5" Hit Points are reasonable for "typical" Humanoid player characters, utilizing a d8 Hit Die.</p><p></p><p>But note, monsters are more often: (Level + 1)*(7 + 5 Con).</p><p></p><p>Humanoids, including player characters, should typically have "5 Hit Points" (d8) during their background at Level 0. The rudimentary combat at Level ¼ might most this to a total of 6 Hit Points (d10) or 7 (d12), depending on choices at this Level.</p><p></p><p>Generally speaking, one can build a monster while deciding d8+0 Con (typical Humanoid), d10+2 Con (soldier), or d12+5 Con, for its Hit Points, while handling Solo and Elite separately.</p><p></p><p></p><p></p><p></p><p>For damage, I am looking at the following, comparable to player characters with reasonable optimization but nothing convoluted.</p><p></p><p>Per-Round single target (depends on design standard): 6 + Level*1.5 + Ability</p><p></p><p>Per-Spell single target: 4.5 + Level*4.5 (namely d8)</p><p>Per-Spell multi target: 3.5 + Level*3.5 (namely d6)</p><p></p><p>So for example:</p><p>A Level 9 monster casting a (slot 5) <em>Fireball</em> deals about: 35 damage (10d6).</p><p>A Level 17 monster casting a (slot 9) death spell at single target deals about: 81 damage (18d8).</p><p></p><p></p><p></p><p>I look at the Proficiency bonus, then build a player character at one of these four Levels, that can match the monster combat stats.</p><p></p><p></p><p></p><p>Heh. I stopped using XP a while ago, so the XP numbers are starting to look like gibberish to me.</p><p></p><p>I do get the XP is part of encounter building, but it is better to refer to Levels for encounter building, rather than either XP or Challenge.</p><p></p><p>To do this, there needs to be a clear Level/Challenge equation.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9336094, member: 58172"] When organizing features into a design space of a feat, Level 1 is worth several feats. Plus, the 2024 background is worth some feats, including the ability improvements, background feat, and proficiencies. Plus the species traits are worth some feats. Level 1 characters are hugely front-loaded. There is a "Level 0" background, that is worth a number of feats before even gaining a Level in a class. It is possible to divine this Level 0, into several Levels, each with feats. It is tempting to divide Level 0 into: • Level 0 − species traits • Level ⅛ − background proficiencies with tools, skills, and languages • Level ¼ − rudimentary combat training (perhaps borrowing from class weapon, armor, or cantrip) • Level ½ − background feat "(Level + 1)*5" Hit Points are reasonable for "typical" Humanoid player characters, utilizing a d8 Hit Die. But note, monsters are more often: (Level + 1)*(7 + 5 Con). Humanoids, including player characters, should typically have "5 Hit Points" (d8) during their background at Level 0. The rudimentary combat at Level ¼ might most this to a total of 6 Hit Points (d10) or 7 (d12), depending on choices at this Level. Generally speaking, one can build a monster while deciding d8+0 Con (typical Humanoid), d10+2 Con (soldier), or d12+5 Con, for its Hit Points, while handling Solo and Elite separately. For damage, I am looking at the following, comparable to player characters with reasonable optimization but nothing convoluted. Per-Round single target (depends on design standard): 6 + Level*1.5 + Ability Per-Spell single target: 4.5 + Level*4.5 (namely d8) Per-Spell multi target: 3.5 + Level*3.5 (namely d6) So for example: A Level 9 monster casting a (slot 5) [I]Fireball[/I] deals about: 35 damage (10d6). A Level 17 monster casting a (slot 9) death spell at single target deals about: 81 damage (18d8). I look at the Proficiency bonus, then build a player character at one of these four Levels, that can match the monster combat stats. Heh. I stopped using XP a while ago, so the XP numbers are starting to look like gibberish to me. I do get the XP is part of encounter building, but it is better to refer to Levels for encounter building, rather than either XP or Challenge. To do this, there needs to be a clear Level/Challenge equation. [/QUOTE]
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