Monday, August 09, 2010

MyD20 Lite: The Math Behind The Monsters, Part One...

Good Morning, All:

Today, I wanted to start explaining the math behind MyD20 Lite, in regards to monster statistics. This may, of course, cause some changes in the final values I use, since I'll also be exploring some of the comments that have been posted about the math. I do want the game to be fun, after all. In order to start off, I should probably start off with a list of my general assumptions.

  1. I assume that, by 4th level, characters will have a +1 bonus to Saves, Attacks, Damage and AC due to magic items. This increases by +1 every four levels (i.e. +2 at 8th, +3 at 12th, and so on.)
  2. I want to tie the basic math behind monster stats to Hit Dice, so that it is easier to translate pre-3E creatures to MyD20 Lite, as they frequently do not have ability scores.
  3. I assume that I can use Bad Axe Games' Trailblazer tables to assign a rough character level to each hit die value, so that I can tie character advancement to a monster's abilities.
  4. Using the Priest's attack rolls at each character level, including magic adjustments, and assuming that the average monster probably should require about a 10 on the D20 to hit it, I can determine the base AC for a given Hit Die value.
  5. Assuming the best save progression at each character level (+CLM+2), and assuming that the character should roll a 10 or higher on the D20 in order to successfully save, I can determine the base DC for special abilities for a given Hit Die value.
  6. Using the Priest and Rogue as the median character in terms of hit points, it is possible to calculate the number of hitpoints an average character can have at each character level.
  7. I assumed that the average encounter will last three combat rounds, and should determine numbers aimed at that as a goal.
  8. I assume that a monster will likely hit its target once a round, or twice a round at best, with physical attacks.
  9. A suggested minor damage value can be calculated from the base hitpoints for a character of the appropriate level such that four average uses of that damage should disable the average character. That value can be converted to a given die type (with preference towards d6s). When dealing with fractions, round down so as to favor the character.
  10. A suggested moderate damage value can be calculated as per minor damage values, save that only three average uses of that damage should disable the average character.
  11. A suggested major damage value can be calculated as per minor damage values, save that only two average uses of that damage should disable the average character.
  12. A suggested minimal damage value can be calculated as half that of the moderate damage value, creating a damage value that should disable the average character in six average attacks. This value should be used for ongoing damage, such as poison effects.

Let's start with the basic values for a PC, which will be used for comparison and calculation.

Table: Base PC Values
PC LevelAvg HPAvg BABMagic AdjBest Save
116+0+0+2
221+1+0+3
326+2+0+3
431+3+1+4
536+3+1+4
641+4+1+5
746+5+1+5
851+6+2+6
956+6+2+6
1058+7+2+7
1160+8+2+7
1262+9+3+8
1364+9+3+8
1466+10+3+9
1568+11+3+9
1670+12+4+10
1772+12+4+10
1874+13+4+11
1976+14+4+11
2078+15+5+12

Now, to link monster Hit Dice to character level, we look at the Trailblazer tables for the average number of Hit Dice at each CR (assumed to be equal to character level), find the slope of those values to determine a consistent power curve for Hit Dice versus character level, and use that to calculate the following values:

Table: Base Character Level by HD
Monster HDCharacter Level
10
21
32
43
54
65
76
86
97
108
119
1210
1311
1412
1512
1613
1714
1815
1916
2017
2118
2218
2319
2420
2521

Today, I'll cover DCs for special abilities, since that's pretty easy to determine from the basic information above. In essence, I can find the DC for a given character level by adding the Best Save value and the Magic Adj value from Table: Base PC Values to a base of 10, since that's what I want them to roll. In the table below, I used those calculations to determine a rough base, and then smoothed the curve out over the range of hit dice, for a more regular procession.

Table: MyD20 Lite Monster Save Progressions
HDLevelRough DCSmoothed DC
101212
211213
321313
431314
541515
651515
761616
861616
971617
1081818
1191818
12101919
13111919
14122120
15122121
16132121
17142222
18152222
19162423
20172424
21182524
22182525
23192525
24202726
25212727

As you can see, I already have to make some adjustments to the rough draft as a result of this discussion. It's a Good Thing(tm) that I'm going through this exercise then, isn't it? We'll continue tomorrow with AC and damage.

Hope This Helps,
Flynn

4 comments:

James said...

I like these numbers more than the Referee's Guide numbers. THanks for sharing your 'thought process', it is very interestin.

I can see the reasoning behind factoring in a progression of magical bonuses by level, however I think this is a decidedly 'new school' assumption. I think that magical items granting 'pluses' should be considered as a 'bonus', above and beyond the average assumption.

In the 'old school' games I have played in, there was a smattering of +1, +2 and the occasional +3 item, but to assume that EACH character has items to cover ALL of the stats you have mentioned (to hit, damage, saves and AC) will put parties that lack such items at a serious disadvantage.

Of course for low-mid level parties this will scarcely be noticeable, but vs. the very high level monsters (dragons for instance), they will be undefeatable except by parties laden down with a cartload of +5 items. The tables in the Referee's Guide progress to 30 HD, wheras typcial PC abilities are limted to around the 20th-level mark.

I think there needs to be a cap on monster progress at some level, with the elite and solo monster rules used to beef-up the really tough creatures in a Referee's game.

By assuming the progression that you have, it will be difficult for referees to run a 'low magic' game without unintentionally killing of PCs!

I hope you consider either dropping the assumed progression, or at least reducing it. Maybe a +3 item by level 20 is a better assumption, i.e.:

levels 1-4 +0 item
levels 5-9 +1 item
levels 10-14 +2 item
levels 15-20 +3 item

Again, thanks for sharing!

Flynn said...

First, bear in mind that MyD20 Lite is first and foremost designed to be the game I'd like to run. If you poke around on the various boards, the expected progression among even Old School Referees is a +3 weapon by 12th level. (Most of the games stop by 15th level, so the numbers still work within that expectation.)

An alternate rule would be to assume a "Prowess" bonus equal to the +1 per four levels I am looking for. If you have a magic item covering a particular element, then you don't get your Prowess bonus. Alternately, you get the higher of the two.

Using your concept of a cap, I'm looking to cap these values at 25HD, which is equivalent to 21st character level, and basically just a bit more powerful than the highest level we cover in the core rules. (If I ever develop Epic rules, then I'll extend the values at that time, but for now, you've sold me on capping everything.)

Of course, that means the monster stats will have to be recalibrated... :)

Hope This Helps,
Flynn

James said...

I totally understand that this is your game, I'm just throwing in my $0.02 worth of opinion.

Another factor is that there are talents, spells, etc. that can also add to saves, attack and damage, so these can 'fill in' for magic where needs be.

I might be tempted to allow additional talents in lieu of magic bonuses.

In any case, a cap is a good idea and the numbers that you have posted here are better than the 1st draft!

ONWARD!!

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