dunbruha wrote:
What do you think? I like it because conversion can be done on-the-fly. But is it too far off what it "should" be?
I think it probably works. Remember though that Resilience is half of the primary threat rank MRV (or 100% if primary threat rank is arcane), not half of final hitpoints (especially after mods!). In terms of damage, I don't think you can go wrong. If it's D4+5, for example, you could just as well make it 2D4+1 without any fuss. In the core rules I attempt to balance encounters based on comparing group PH, but there are many ways to do that.
Here's one radical way I was dreaming up the other day:
...determine creature HP based on the parties'
lowest,
average or
max damage in a single round...
Something like:
Fodder = one hit kills. This is the "minion" level.
Standard (low) = each creature's HP equals PC group minimum damage/round. Weak creatures, much like fodder.
Standard (high) = each creature's HP equals PC group average damage/round. Your average creature, probably dropped in two rounds.
Exceptional (low) = each creature's HP equals PC group max damage/round. This is a tough creature, and encountered in numbers would be scary.
Exceptional (high) = each creature's HP equals PC group max damage/round x 1.2 This is your big "boss" monster.
Armor reduction can make any of these seem much tougher too.
so...a mountain troll...well, make him high exceptional HP. Done.
A tiger, low exceptional...it's a tiger! A human soldier, make him high standard if a leader and low standard if a lieutenant, and the rest are fodder.
But my developer Seth Clayton had this to say:
"I understand where you're going with trying to speed up combat... Against larger monsters it can seem like it takes a while to whittle them down....
Personally, I like the idea of getting somewhere in combat... Where every 2-4 rounds you drop an opponent...
I've found that the best use of ERP is in multiple combatants.... You don't need giant bad guys.... A half dozen medium ones are more of a threat.... Even a 3d20 monster who sticks around for 20 rounds pales in comparison to 12 2D6 monsters... They have about the same staying power (20 rounds or so), but they inflict more damage per round (24-72 vs. 3-60)... It also means that as the PCs get weaker, so do the bad guys (their damage goes down as their numbers drop).... That increases their survivability without diminishing the danger or suspense...
I would play on that... It's important, it's backed up by the rules, and it gives players a sense of accomplishment and despiration.... You take out one bad guy and you've earned yourself a break... But you still can't relax because there's another....
I would keep the toughness calculation the way it is... If anything, I'd reduce the multipliers... Maybe x1.5 and x2 instead of x2 and x4... Because you should encourage the use of multiple bad guys...
You can mix and match them as you see fit... Give the dragon a dozen goblins that it's enslaved (how often do you see that in adventures, but the dragon never uses them to the best effect?)... Give the seargant at arms a group of soldiers.... Hell, give a pack of goblins some wargs! Things will get very dicy very quickly.... And there are a lot of monsters/creatures that are social... Why wouldn't they work to-gether?
Forget about the D&D roots of 2d4 wolves... Make it a pack of 12 and they'll give the players something to be afraid of! Giant ants become devistating.... Goblins have always attacked in numbers... But now that means something... Your average 5th level fighter can't just clean up the town's goblin problem on his own... And tavern brawls? Now there's a reason the thief climbs under the table to hide....
Play to the strengths of your game... Don't worry about emulating the games you've played in the past..."