So, I like to give my nemesis villains a class and level as their base of design. But I never know how to gauge how their level corresponds to CR. So if I have a level 11 Eldritch Knight as my villains class how to do I convert that to CR (roughly are least)
Someone may have a rough estimator here, but I think the prevailing wisdom is that trying to compare Character Level and Monster CR is like comparing apples to tax codes: they're fundamentally different things.
Until the advent of digital character generators - like here on DnD Beyond - no DM would have used a Character as a Monster, Villain, or NPC. The work was just too great for a 3-5 round lifespan creature ( in combat ). It's much easier to use the DMG monster creation rules ( or something better ) to create a Monster which approximatesthe dramatic feel of an Eldritch Knight - and that you can figure out CR for.
Really, all you need mechanically for a monster/villain is HP, AC, Attacks ( hit and damage bonuses, damage types), speed(s), and an optional set of special abilities and/or spell abilities to create a working Monster. For a higher level Villain you might roll in Legendary resistances, and Lair actions. Their role in the narrative, their personality, etc. - all that is still needed for the story, but it falls outside of mechanics ( mostly ).
But a Player/Character has all sorts of nuanced abilities, which are nigh-impossible to factor into simplistic metrics like CR.
But, I don't think the Player Character mechanics are easily adaptable to CR measurement.
If you are really set on using Player/Character mechanics for the creation of a Villain, I think you need to work out the damage per round that the Villain would do to the Party, how much damage the Party would do to the Villain, how long it would take each to kill the other, and gauge how you want those to compare ( an easy combat might take the Villain 2x the length of time needed to kill the Party, which a super deadly Villain might take less time that the Party ). However, this gets more-and-more complicated to work out, the more complex the Villain gets, which is why - once you get to Character level complexity - it's nigh-on impossible to work out.
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CR is based on expected damage per turn and expected lifespan, use the rules for custom monsters to calculate the CR of your enemy. Keep in mind that there are a lot of abilities that can drastically change the outcome of a fight without being included in the calculations for CR.
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So, I like to give my nemesis villains a class and level as their base of design. But I never know how to gauge how their level corresponds to CR. So if I have a level 11 Eldritch Knight as my villains class how to do I convert that to CR (roughly are least)
Someone may have a rough estimator here, but I think the prevailing wisdom is that trying to compare Character Level and Monster CR is like comparing apples to tax codes: they're fundamentally different things.
Until the advent of digital character generators - like here on DnD Beyond - no DM would have used a Character as a Monster, Villain, or NPC. The work was just too great for a 3-5 round lifespan creature ( in combat ). It's much easier to use the DMG monster creation rules ( or something better ) to create a Monster which approximates the dramatic feel of an Eldritch Knight - and that you can figure out CR for.
Really, all you need mechanically for a monster/villain is HP, AC, Attacks ( hit and damage bonuses, damage types), speed(s), and an optional set of special abilities and/or spell abilities to create a working Monster. For a higher level Villain you might roll in Legendary resistances, and Lair actions. Their role in the narrative, their personality, etc. - all that is still needed for the story, but it falls outside of mechanics ( mostly ).
But a Player/Character has all sorts of nuanced abilities, which are nigh-impossible to factor into simplistic metrics like CR.
If you really want to get into the nuts and bolts of epic creature design, I'd recommend checking out the AngyGM's F$&% CR, There’s a Better Way (Part 1), and F$&% CR, There’s a Better Way (Part 2) for setting up quick customer Monsters, and Matt Coleville's Action Oriented Monsters video - which can help you set up epic high-interest high-power opponents.
But, I don't think the Player Character mechanics are easily adaptable to CR measurement.
If you are really set on using Player/Character mechanics for the creation of a Villain, I think you need to work out the damage per round that the Villain would do to the Party, how much damage the Party would do to the Villain, how long it would take each to kill the other, and gauge how you want those to compare ( an easy combat might take the Villain 2x the length of time needed to kill the Party, which a super deadly Villain might take less time that the Party ). However, this gets more-and-more complicated to work out, the more complex the Villain gets, which is why - once you get to Character level complexity - it's nigh-on impossible to work out.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
CR is based on expected damage per turn and expected lifespan, use the rules for custom monsters to calculate the CR of your enemy. Keep in mind that there are a lot of abilities that can drastically change the outcome of a fight without being included in the calculations for CR.