D&d 3.5 Dex To Damage

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TRANSCRIPT

  • 10= +

    modifiers

    Acronis plus pack 2011

    ARMOR

    fortitude

    reflex

    will

    ac whenflat-footedac versustouch attacks

    miss chance

    arcane spellfailure

    armor checkpenalty

    spell resistance

    die type(s)

    damage reduction

    ABILITY SCORES HIT POINTS

    CLASS

    ARMOR armormodifiers

    STRENGTHDEXTERITYCONSTITUTIONINTELLIGENCEWISDOMCHARISMA

    WEAPONS

    additional modifiers

    max dexteritybonus

    weapon att bonus damage critical range type size

    notes

    weapon att bonus damage critical range type size

    notes

    weapon att bonus damage critical range type size

    notes

    weapon att bonus damage critical range type size

    notes

    weapon att bonus damage critical range type size

    notes

    character player

    class level

    race alignment

    patron deity/religion

    origin residenceCHARACTER RECORD SHEET

    2nd 3rd 4th 5th 1 2 3 4 ability size misc 1 misc 2class basemultiple attacks modifiers

    str

    dex

    melee

    ranged

    total

    grapple

    misc 3ranksabilitytotalcross class misc 2misc 1

    score mod score modtemp temp

    ATTACK ROLLS

    max

    current

    max ranks = lvl+3(/2)

    con

    dex

    wis

    dex

    str

    miscdextotal That's me right there jasmine v lyrics.

    speed

    base modified

    INITIATIVE

    dex

    r DENOTES SKILL CAN BE USED UNTRAINED * ARMOR CHECK PENALTY APPLIES (DOUBLE FOR SWIM)

    SKILLS

    ability magic misc

    armor worn

    5 10 15

    5 10 15

    5 10 15

    strflurry of blows

    shield dex size natural misc 1 misc 2

    proficienciesweapons:

    SAVING THROWS1 2 3 4

    class basetotal

    simple martial armor: light medium heavy shields

    appraise r intautohypnosis wisbalance r dex*bluff r chaclimb r str*concentration r concraft r intdecipher script intdiplomacy r chadisable device intdisguise r chaescape artist r dex*forgery r intgather information r chahandle animal chaheal r wishide r dex*intimidate r chajump r str*knowledge intknowledge intknowledge intknowledge intlisten r wismove silently r dex*open lock dexperform chaperform chaperform chaprofession wispsicraft intride r dexsearch r intsense motive r wissleight of hand dex*spellcraft intspot r wisstabilize self consurvival r wisswim r str*tumble dex*use magic device chause psionic device chause rope r dex

    ( )

    ((((

    ))))

    ( )

    ( )

    ( )( )

  • LANGUAGES

    item location wt item location wt item location wt

    EQUIPMENT

    MONEY & GEMScp

    sp

    gp

    pp

    gems

    total weight carriedcurrent load

    walk hustle run

    = base speed = 2 base speed = 4 base speed

    movement

    lift over head lift off ground push or drag

    = max load = 2 max load = 5 max load

    lifting

    normal

    +3

    +1

    normal

    3

    6

    normal

    4

    3

    max dex enc pen run

    light

    heavy

    medium

    load capacity

    xps needed for next level

    total experience

    hit points by level

    EXPERIENCEMOVEMENT & LIFTING

    SPECIAL ABILITIES & FEATS

  • = 10 +

    = 3 +

    = 2d6 +

    SPELLS

    HENCHMEN/ANIMAL COMPANIONS name race/class hd/lvl hp init spd ac atk str dex con int wis cha

    notes

    name race/class hd/lvl hp init spd ac atk str dex con int wis cha

    notes

    name race/class hd/lvl hp init spd ac atk str dex con int wis cha

    notes

    name race/class hd/lvl hp init spd ac atk str dex con int wis cha

    notes

    level

    0

    spellsave dc

    spellsper day

    bonus spells

    # spellsknown

    1st

    2nd

    3rd

    4th

    5th

    6th

    7th

    8th

    9th

    0

    ability miscmodifiersspell save

    dc mod

    SPELLS & POWERS

    cha miscmodifierstimes/day

    cha levelmodifiersturning

    damage misc

    turning check

    cha

    cha cha

    TURN UNDEAD

    level

    0

    # powersknown

    1st

    2nd

    3rd

    4th

    PSIONICSpower points

    flat-footed/powerless

    nonpsionic

    tower of iron will

    thought shield

    mental barrier

    intellect fortress

    empty mind

    idinsin

    egowhip

    mindblast

    mindthrust

    psychiccrush

    2+1 +3 3 5

    +7+8 +8 +8 +8

    +12 +0 +6 +4

    +41 3 +1 +3

    14 2 +4 +2

    +0+3 1 +5 3

    98 +4 8 8

    psionic combat

    dex str cha int wisdefenses

    attacks

    ability

    freemanifestations

    1D20 + dc mod + ability mod

    level

    5th

    # powersknown

    6th

    7th

    8th

    9th

  • dungeons & dragons character sheet v2.1 7/03 by patrick murphy a mad irishman production www.mad-irishman.netdungeons & dragons is a registered trademark of wizards of the coast, inc. 2003 wizards of the coast, inc.

    character sketch

    CHARACTER DESCRIPTION

    BACKGROUND & NOTES

    personality

    quote(s)

    contacts/friends

    enemies

    age sex

    height weight

    hair eyes

    skin handedness

    character name

    description

    date created dm/campaign

    birth date size

    temp: Str: Str Mod: Dex: Dex Mod: Con: Con Mod: Int: Int Mod: Wis: Wis Mod: Cha: Cha Mod:

    Dex Mod: 0

    Con Mod: 0

    Wis Mod: 0

    Str Mod: 0

    Size Mod:

    wpn: name: 1: 2: 3: 4: 5:

    bon: 1: 2: 3: 4: 5:

    dam: 1: 2: 3: 4: 5:

    crit: 1: 2: 3: 4: 5:

    range: 1: 2: 3: 4: 5:

    type: 1: 2: 3: 4: 5:

    size: 1: 2: 3: 4: 5:

    notes: 1: 2: 3: 4: 5:

    Int Mod: 0

    Cha Mod: 0

    equip: left: 1: loc: 1: 2: 3: 4: 5: 6: 7: 8: 9: 10: 11: 12: 13: 14:

    wt: 1: 2: 3: 4: 5: 6: 7: 8: 9: 10: 11: 12: 13: 14:

    2: 3: 4: 5: 6: 7: 8: 9: 10: 11: 12: 13: 14:

    ctr: 1: loc: 1: 2: 3: 4: 5: 6: 7: 8: 9: 10: 11: 12: 13: 14: 15:

    wt: 1: 2: 3: 4: 5: 6: 7: 8: 9: 10: 11: 12: 13: 14: 15:

    2: 3: 4: 5: 6: 7: 8: 9: 10: 11: 12: 13: 14: 15:

    right: 1: loc: 1: 2: 3: 4: 5: 6: 7: 8: 9: 10: 11: 12: 13: 14:

    wt: 1: 2: 3: 4: 5: 6: 7: 8: 9: 10: 11: 12: 13: 14:

    2: 3: 4: 5: 6: 7: 8: 9: 10: 12: 11: 13: 14:

    abilities: feats: class: feats2: languages:

    total: load: weight: carried: 0

    move: hustle: 0run: x4: 0

    base:

    modified:

    load: light: 33.166666666666664med: 66.33333333333333

    experience: needed: total:

    lift: off: ground: 200

    push: 500over: head: 100

    money: cp: sp: gp: pp: gems:

    Mult4: 4Mult5: 5HP By Level: spell: savedc: 0: 1: 2: 3: 4: 5: 6: 7: 8: 9:

    number: 0: 1: 2: 3: 4: 5: 6: 7: 8: 9:

    bonus: 1: 2: 3: 4: 5: 6: 7: 8: 9:

    known: 0: 9: 1: 2: 3: 4: 5: 6: 7: 8:

    save: dc: mod: ability: misc:

    henchmen: notes: 4: 1: 2: 3:

    name: 1: 2: 3: 4:

    race: 1: 2: 3: 4:

    lvl: 1: 2: 3: 4:

    hp: 1: 2: 3: 4:

    init: 1: 2: 3: 4:

    spd: 1: 2: 3: 4:

    ac: 1: 2: 3: 4:

    atk: 1: 2: 3: 4:

    str: 1: 2: 3: 4:

    dex: 1: 2: 3: 4:

    con: 1: 2: 3: 4:

    int: 1: 2: 3: 4:

    wis: 1: 2: 3: 4:

    cha: 1: 2: 3: 4:

    spells: 1: 2:

    Turn Undead Times Per Day: 0Mult3: Turn Undead Level Mod: Turn Undead Misc Mod: Turn Undead Damage: psionics: known: 0: 1: 2: 3: 4: 5: 6: 7: 8: 9:

    Turn Undead Misc Damage Mod: Psionics Power Points: Psionics Free Manifestations: psi: check: ego: whip:

    id: insin:

    mind: blast: thrust:

    psychic: crush:

    empty: mind:

    intellect: fortress:

    mental: barrier:

    thought: shield:

    tower: of: iron: will:

    Character Name:

    description: physical: personality: quotes: friends: enemies: age: sex: dob: size: height: weight: hair: eyes: skin: handedness:

    date: created:

    Left Equip Total Wt: 0Ctr Equip Total Wt: 0Right Equip Total Wt: 0Mult2: 2MultPoint3: 0.3333333333333333MultPoint6: 0.6666666666666666Load Light Text: to 33 lbs.Load Med Text: to 66 lbs.Load Heavy Text: to 100 lbs.Load Light After: 33Load Medium After: 66Lift Over Head After: 100Base Melee Class Mod 1:

    Base Melee Class Mod 4:

    Base Melee Class Mod 2:

    Base Melee Class Mod 3:

    dm: notes: CharacterImage: Proficiencies: Player Name: Class: Level: Race: Alignment: Deity: Origin: Residence: Zero: 0.5Tenhalf: 10.5Hit Points: Hit Points Current: CC1: Appraise Total: 0Appraise Ranks: Appraise Misc: Appraise Misc 2: Appraise Misc 3: Str: 10CC2: Autohypnosis Total: 0Autohypnosis Ranks: Autohypnosis Misc: Autohypnosis Misc 2: Autohypnosis Misc 3: Dex: 10CC3: Balance Total: 0Balance Ranks: Balance Misc: Balance Misc 2: Balance Misc 3: Con: 10CC4: Bluff Total: 0Bluff Ranks: Bluff Misc: Bluff Misc 2: Bluff Misc 3: CC5: Climb Total: 0Climb Ranks: Climb Misc: Climb Misc 2: Climb Misc 3: Int: 10Die Type: CC6: Conc Total: 0Conc Ranks: Conc Misc: Conc Misc 2: Conc Misc 3: Wis: 10Craft: CC7: Craft Total: 0Craft Ranks: Craft Misc: Craft Misc 2: Craft Misc 3: Cha: 10Dmg Red: CC8: Dec Scr Total: 0Dec Scr Ranks: Dec Scr Misc: Dec Scr Misc 2: Dec Scr Misc 3: CC9: Diplomacy Total: 0Diplomacy Ranks: Diplomacy Misc: Diplomacy Misc 2: Diplomacy Misc 3: AC Flat-footed: CC10: Dis Dev Total: 0Dis Dev Ranks: Dis Dev Misc: Dis Dev Misc 2: Dis Dev Misc 3: AC vs Touch: CC11: Disguise Total: 0Disguise Ranks: Disguise Misc: Disguise Misc 2: Disguise Misc 3: CC12: Esc Art Total: 0Esc Art Ranks: Esc Art Misc: Esc Art Misc 2: Esc Art Misc 3: Base AC 10: 10Armor Mod: Shield Mod: Natural Mod: Misc Mod: Wis AC Mod: Miss Chance: CC13: Forgery Total: 0Forgery Ranks: Forgery Misc: Forgery Misc 2: Forgery Misc 3: Max Dex Bonus: CC14: Gat Inf Total: 0Gat Inf Ranks: Gat Inf Misc: Gat Inf Misc 2: Gat Inf Misc 3: Armor Worn: Armor Chk Pen: CC15: Han Ani Total: 0Han Ani Ranks: Han Ani Misc: Han Ani Misc 2: Han Ani Misc 3: Arcane Spell Failure: CC1

Contents

  • Introduction.
  • Step 1: Subtract CR from AC.
  • Step 2: Attack bonus for all attacks is CR/2+3.
  • Step 3: Leave Damage as is. Leave Multiattacks at full attack bonus from Step 2.
  • Step 4: Save DC; take the listed monster ability DC, halve the part above 10, and add it back to 10.
  • Step 5: Hit Points, leave as is.
  • Step 6: Ability Stat Scores, STR,DEX, etc, (you don’t need them, see Step 7).
  • Step 7: For monster Saving Throws, and Ability Checks, use the Fort/Ref/Will save bonuses divided by two.
  • Step 8: For skills use half the Fort/Ref/Will save bonus as the base ability, add +5 for being trained.
  • Step 9: Initiative bonus, leave as is.
  • Step 10: Last remaining bits.

In D&D 3.5, your target is denied Dexterity to AC if grappled by someone other than yourself, but this no longer occurs in Pathfinder unless the target is also pinned. Wisdom in the Flesh (religious trait) select a str, dex or con skill use wisdom instead, and it becomes a class skill. Items; Guided weapon enchantment. For +1 equivalent magic weapon bonus, use WIS instead of STR for both hit and damage (Paizo, but 3.5). Crown of sword (spiritual weapon) Charisma. Normally used for; Skills; Bluff; Diplomacy.

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Introduction

This comes from jamesmanhattan on the EnWorld D&D5e forums.

So this isn’t perfect, but it should get you very close to being able to use any Pathfinder or 3.5 monsters in D&D 5e. It should even allow you to run a 3.5 or Pathfinder adventure on the fly, including NPC’s. This document tries to keep it to a very small amount of adjustments, which you can mentally do and pencil in. For all the calculations in here; round down.

I went and got the entire database of Pathfinder monsters from the web. I grouped them by Challenge Rating and calculated Median Hit Points, Median Damage, Median AC etc.

You should be able to go to www.d20srd.org or www.d20pfsrd.com and get monsters. You can try on your own by downloading the raw data of all of Pathfinder’s monsters here: www.d20pfsrd.com/bestiary/tools/monster-filter

Step 1: Subtract CR from AC

Subtract the CR (Challenge Rating) from the Armor Class to get the D&D 5e appropriate AC.

For example: An Iron Golem has an AC of 30 and a Challenge Rating of 13. Its D&D 5e AC should be 30-13 = AC:17

Note: Pathfinder has an Iron Golem’s AC as 28, while the 3.5 system has the AC at 30.

Step 2: Attack bonus for all attacks is CR/2+3

To figure out a monster’s Attack Bonus for melee and ranged attacks vs AC. Cut the Challenge Rating in half and add 3 to that number. Usually you should round down, but if the monster has an extremely high Strength score you may want to round up or even add 1.

For example: A CR:7 Flesh Golem should have a melee attack that is +6 vs AC. That’s half of 7(rounded down) +3.

Step 3: Keep Damage as is. Make Multiattacks at full attack bonus from Step 2.

Leave the damage just as listed on the stat block. If a monster gets multiple attacks with declining attack bonuses, keep them all at the same Attack Bonus calculated in Step 2 above, with the damage as listed.

For example: The Challenge Rating:20 Balor attack line says:

+1 vorpal unholy longsword +31/+26/+21/+16 (2d6+13),
+1 vorpal flaming whip +30/+25/+20 (1d4+7 plus 1d6 fire and entangle)

This would be 4 longsword attacks at +13 vs AC for 2d6+13 damage each, plus 3 attacks with the flaming whip at +13 vs AC for 1d4+7+1d6 damage. That’s an average damage of 119 per round.

That’s a good target for a CR:20 D&D 5e creature. You’ll notice it’s a little higher than the Balor in the D&D 5e Bestiary, but that’s because this is CR:20 and the Bestiary has the Balor at Level 16. We aren’t making level adjustments. If you are converting a Pathfinder adventure that calls for a DC:20 Balor, we want to make sure it stays as challenging as the adventure calls for, not how D&D 5e thinks it should be in the Pantheon.

Allow monsters to keep their extended Crit Ranges, but make critical hits do max damage for monsters instead of double. Don’t roll to confirm critical hits, assume they always confirm.

If you want to double the damage, and make fewer attacks, feel free to do so. For instance you could make 2 longsword attacks, each for double damage. It’s tough to do that if you have a monster that makes an odd number of attacks.

Step 4: Save DC’s; take the listed monster ability DC, halve the part above 10, and add it back to 10.

To figure out what the characters need to roll to make a saving throw against something the monster does to them; Take the Save DC’s of monster attacks or trap that is listed, subtract 10 from it, divide that number in half, and add it back to 10. For example: An Adult Silver Dragon has a breath weapon that requires a DC:23 saving throw. Take 23-10 = 13. Divide the 13 in half to become 6, and add that back to 10, so the saving throw DC becomes 16.

Step 5: Hit Points, leave as is.

Note: Yes, these monsters will have more HP than the ones in the Bestiary. A major complaint I’ve been seeing on the forums is monsters die too easily. If you graph damage output of the players for D&D 5e side by side with Pathfinder it is spot on at higher levels.

I also checked for differences in Hit Points between the 3.5srd and d20srd, and surprisingly the Medians for HP are all the same! Pathfinder only shifted things, like increasing Outsiders to a d10 Hit Die from a d8, but they reduced Ooze Hit Die down to d8 from d10. All the adjustments must have been in parallel. For every Hit Die size Pathfinder increased over 3.5srd, they must have decreased another one.

Step 6: Ability Stat Scores, STR,DEX, etc, (you don’t need them, see Step 7)

If you use half the Fort, Ref, Will save bonuses for everything it will save a LOT of calculation.

Step 7: For monster Saving Throws, and Ability Checks, use the Fort/Ref/Will save bonuses divided by two.

For example: A CR:6 Girallon has Fort+9, Ref+8, Will+5. If it has to make a DEX saving throw it would get half the Ref save of +4. If it had to make a STR check to escape being grabbed, it would use half the Fort save of +4.

Even if D&D 5e calls for STR or a CON save, you can use half the listed Fortitude save bonus for both. If the creature has a negative save, don’t divide it in two, leave it as a negative.

You may think this cheats the players a bit. If you start to dig you’ll notice a few things.

There are no spells that call for an INT saving throw.

It’s also extremely rare for a monster to ever need to make an INT check.

Anything that calls for DEX saving throw, simply use half the listed Reflex save bonus.

There are no spells that call for a STR saving throw. STR usually only comes into play when grappling, escaping, disarming or other maneuvers. Usually STR and CON are either both high or both low, so it’s ok to use half the Fortitude save bonus for both, even resisting maneuvers or escaping. There are very rare cases of extremely low STR combined with high CON; those are all incorporeal, swarms, or formless creatures and players won’t be disarming or grappling with them anyway.

There are only a tiny handful of spells that require a Charisma saving throw. These are mostly charm spells, or banishing spells. I think it's ok to lump Charisma and Wisdom saves together into Will save.

Also use half the Will save bonus to detect hidden creatures, to detect lies etc.

Step 8: For skills, use half the Fort/Ref/Will save bonus as the base ability, add +5 for being trained.

If a monster needs to use a skill, simply use half the relevant Fort, Ref, or Will save as the base ability modifier, and if the monster has the skill listed in their stat block give them a +5 for being trained. For example: A Cloaker has Fort+6, Ref+5, Will+7 and has the skills listed of Disguise, Perception, Stealth. If it needs to make a Disguise Check, use half the Will save bonus of +7/2=+3 and add +5 for being trained. So a total of 3+5 = +8 for Disguise checks.

Step 9: Initiative bonus, leave as is.

Most of the initiative bonuses are very small in Pathfinder, the ones that aren’t are usually because the monster has the Improved Initiative feat. This is normally because going first is important to the monster and helps define how the monster plays.

Step 10: Last remaining bits, try to keep things feeling like D&D 5e.

Monsters that can Sneak Attack, can get Advantage if any of their allies is adjacent to the target, and then give up the Advantage to take a Sneak Attack (just like a Rogue). They also have Advantage on anyone they beat in Initiative, and when hidden, target is prone, etc.

Damage

Depending on your knowledge of feats, you could allow monsters with Spring Attack to be able to move 10 ft. without provoking an opportunity attack. You should give out other general feat abilities like that, but don’t worry about feats too much, ignore most of them.

Level Drain: -5 to max HP, -1 to all d20 rolls, -1 to Spell DC's

Ability Damage:Keep the same dice (i.e. a Shadow does 1d6 STR damage) Each number gets translated straight to the below. 1d6 hours duration.

STR dmg: penalty to damage rolls - skill checks/Saves

CON dmg: penalty to max HP - skill checks/Saves

DEX dmg: penalty to AC, and skill checks/Saves

INT dmg: penalty to Spell DCs skill checks/Saves

WIS dmg: penalty to Spell DCs and Skill Checks/Saves

CHA dmg: penalty to Spell DCs and Skill Checks/Saves

For any paralyze/stun/frighten effect a player can make a saving throw if they spend an Action to do so.

If a creature has Magic Resistance, simply let them roll twice on all Saving Throws vs. Spells.

If a creature has Damage Reduction, simply let them take half damage from that source: “Resistance” as it’s called in D&D 5e terms.

Any duration’s that are listed in 1d4+3 rounds or some such, simply change to 1 minute. Also, give all players and monster the ability to get another Saving Throw if they spend an Action to do so.

Breath Weapon, says it recharges every 1d4 rounds, simply roll a d6 every round and recharge on 5 or a 6, the same as 4th edition recharges.

Any Petrify, is restrained for the first round, and if they don’t spend an Action to save against, it becomes Petrified.

Any “Save-or-Die” simply does Caster Level*d8 in damage, save for half.

Any Charmed or Dominated person gets another saving throw if they take any damage, or if they are forced to do something that would cause themselves harm.

Most Poison you can change into flat damage, instead of Ability Damage.

Any damage to equipment, such as Black Pudding damaging armor and weapons, simply stack -1 penalties to damage or AC.

grab = whenever you see an attack that 'grabs' the target must make a DC of (1/2 monster's Fort save) STR check or become 'grabbed'. The monster would get Advantage on all future attacks vs that target. The grabbed target must spend an Action to make STR or DEX check to escape.

If a creature has “constrict” then they immediately do that extra damage listed when the grab succeeds. They also get to automatically inflict the constrict damage every round when they act.

D'artagnan

rend = if both hit, do an extra X damage (it’s listed)

D&d 3.5 Dex To Damagee

trip = simply make a quick opposed STR or DEX check, player’s choice, or be knocked prone.

pounce = as an Action the creature can move its speed and make a full attack. This means they can Move, and then spend an Action to Move and Attack, essentially double moving (like a charge).

rake = consider this free automatic damage that happens to grabbed foes at the start of creatures turn.

Try your best on spells, some work just the same.

Encounter Building Guidelines – (Challenge Ratings)

In older editions of D&D (before 4E) a “standard” encounter was targeted to be 50% of the party’s strength. If you had a party of six players with a total of 18 class levels between them all, a standard encounter would be around 9 total Hit Dice of monsters. A “Tough” encounter could be 100% of the party’s strength, and a super-duper hard could even be up to 200%. (Source: Frank Mentzer Dragon#101)

The following is Speculation: ----What they did with Challenge Rating is say: a monster with this “Challenge Rating” is a “standard” difficulty encounter for a party of 4 players of a level equal to that Challenge Rating. Remember, “standard” difficulty means: 50% of the strength of 4 players. What does that tell you? That means that a monster of a given Challenge Rating is roughly equal to 2 players. I should say that again, because if it’s true, it makes thinking of creating encounters very easy! A monster of a given Challenge Rating is roughly equal to 2 players.

Pick any single monster of a Challenge Rating, and it is equal to 50% of the strength of 4 players of that level. It will have the Hit Points and damage output of 2 players. So this was my “Eureka” moment. Say you want to figure out what the damage output and HP of a single player is expected to be. If you divide the HP and damage output of a monster in half, you will get the average expected damage and hit points of a single character of the level equal to its Challenge Rating. Don’t assume Fighter is the baseline; Fighters have immense advantages to damage and HP. These numbers are meant to be the average of the party where Fighters do a lot of damage, Cleric’s swing their 1d8 mace, Thieves don’t get Dex bonus to damage, wizards do 1d6+0 most rounds. Also, these numbers represent the average ho-hum party, not the super optimized, all 18’s in their primary stats, type party.

One more Challenge Rating fact to remember: if you ever combine 2 monsters of the same Challenge Rating, the Challenge Rating of the entire encounter becomes 2 higher. Combining 2 monsters of 50% difficulty creates an encounter of 100% difficulty. Therefore if you ever see a Challenge Rating 2 higher, it means this encounter is 100% of the strength of the party.

Experience Points (using packet 10/14/13)

This assumes what they call a Standard encounter is 50% of the party’s strength, and a Tough Encounter is 100% of the party’s strength and that Challenge Rating is roughly 2 lower than the equivalent D&D 5e Level.

Challenge RatingD&D 5e XP
(1/8)0.1255
(1/6)0.166710
(¼)0.2520
(1/3)0.333330
(½)0.540
180
2160
3240
4520
51,000
Challenge RatingD&D 5e XP
61,200
71,400
82,200
92,800
103,600
115,200
128,400
1310,400
1412,000
1522,000
Challenge RatingD&D 5e XP
1624,000
1728,000
1830,000
1933,000
2036,000
2142,000
2248,000
2356,000
2460,000
2570,000
D-dimer test

D&d Beyond

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