It seems like using generic NPCs as adversaries is much more dangerous than using the traditional monsters. A Guard, due to better defenses and hp, is about 3x as durable as a Kobold and, due to lower attack bonus and lack of pack tactics, does about 2/3 the damage, so overall about twice the threat. Similarly, a Thug is nearly twice as durable as a Orc, has marginally higher basic damage, and has pack tactics, so overall easily twice as dangerous.
Some of that could be resolution issues, but it's not like they couldn't just change stats around; set them both to 3 HD, instead of 2HD for the orc and 5HD for the thug, and it would be pretty even. So I'm curious: is the problem that the humanoids are too weak, or that the NPCs are too strong?
4 guards vs 4 kobolds win 70% of the time. 4 orcs vs 4 thugs wins 44% of the time.
Its really not significantly different considering that's some of the lowest CR monsters.
It seems like using generic NPCs as adversaries is much more dangerous than using the traditional monsters. A Guard, due to better defenses and hp, is about 3x as durable as a Kobold and, due to lower attack bonus and lack of pack tactics, does about 2/3 the damage, so overall about twice the threat. Similarly, a Thug is nearly twice as durable as a Orc, has marginally higher basic damage, and has pack tactics, so overall easily twice as dangerous.
Some of that could be resolution issues, but it's not like they couldn't just change stats around; set them both to 3 HD, instead of 2HD for the orc and 5HD for the thug, and it would be pretty even. So I'm curious: is the problem that the humanoids are too weak, or that the NPCs are too strong?
4 guards vs 4 kobolds win 70% of the time. 4 orcs vs 4 thugs wins 44% of the time.
Yes, but kobolds are ranged attackers, and using pack tactics they get advantage on all attack rolls. Realistically, the only way the guard could get them into melee range would be to dash, therefore wasting their action.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Your poll needs a 5th option: the CR system itself is arbitrary and flawed
It's flawed, but for simple monsters evaluating on expected damage and toughness is perfectly reasonable.
However, a single CR 1/2 monster can kill a full health level 20 character 25% of the time (Gas spore)
Assuming no treatment, sure, but that just means 'not a simple monster'. There are a number of monsters whose CR is not easily defined because they do non-HP harm.
It seems like using generic NPCs as adversaries is much more dangerous than using the traditional monsters. A Guard, due to better defenses and hp, is about 3x as durable as a Kobold and, due to lower attack bonus and lack of pack tactics, does about 2/3 the damage, so overall about twice the threat. Similarly, a Thug is nearly twice as durable as a Orc, has marginally higher basic damage, and has pack tactics, so overall easily twice as dangerous.
Some of that could be resolution issues, but it's not like they couldn't just change stats around; set them both to 3 HD, instead of 2HD for the orc and 5HD for the thug, and it would be pretty even. So I'm curious: is the problem that the humanoids are too weak, or that the NPCs are too strong?
4 guards vs 4 kobolds win 70% of the time. 4 orcs vs 4 thugs wins 44% of the time.
Yes, but kobolds are ranged attackers, and using pack tactics they get advantage on all attack rolls. Realistically, the only way the guard could get them into melee range would be to dash, therefore wasting their action.
So you are saying its closer to 50%, ok even better. There are lots of different ways the fight could start that changes the odds obviously.
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4 guards vs 4 kobolds win 70% of the time.
4 orcs vs 4 thugs wins 44% of the time.
Its really not significantly different considering that's some of the lowest CR monsters.
Yes, but kobolds are ranged attackers, and using pack tactics they get advantage on all attack rolls. Realistically, the only way the guard could get them into melee range would be to dash, therefore wasting their action.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
The AI being used in that simulator is quite bad.
However, a single CR 1/2 monster can kill a full health level 20 character 25% of the time (Gas spore)
Assuming no treatment, sure, but that just means 'not a simple monster'. There are a number of monsters whose CR is not easily defined because they do non-HP harm.
So you are saying its closer to 50%, ok even better. There are lots of different ways the fight could start that changes the odds obviously.