Some of the monster creation rules for calculating damage, damage per round, and offensive CR are confusing me. Help?

Need Advice: Rules & Mechanics

TL;DR: Why does it seem like every monster I check has a much lower damage per round than its stat block suggests for calculating offensive CR? Also, where do some of these numbers come from?

I'm looking at an ancient red dragon, just for an example. My problem is with a discrepancy between the DMG's CR table for Offensive CR damage per round, how much damage per round the dragon does, and why its damage numbers are what they are. I'm trying to understand this so I calculate properly how to make my own monsters.

The ancient red dragon does a multiattack. That's 21+ 14 from its bite (35 total), and 17x2 (34) from its claws (69 total, nice). I'm not sure how the extra fire damage is arrived at, though. Arbitrarily, but not counting ability scores? Then it has legendary actions, so let's say it does a wing attack (17), and a tail attack (19). That's 105 damage that round. But it has other attacks, so we need to get a 3 turn average. Maybe next turn, it does fire breath, but that's a lot of variables. 91 damage, but maybe only 2 players in the AoE, and no guarantee of full damage. Hard to be sure. So, on average, this dragon is probably putting out somewhere in the wheelhouse of 105 damage per round anyway, unless I (probably) missed something.

The DMG says that 105 damage per round is appropriate for a Offensive CR of 17. That's 7 CR below the Ancient Red Dragon CR of 24. The dragon's HP is spot on for CR 24, but it does have 22 AC, which is a bit higher than the CR 24+ of 19. But not 7 CR higher, right? What is the justification for putting the dragon's DPR so much lower, and how would I apply that calculation to my own monsters? This seems to be the case with every single monster I look at, that its damage per round is much lower on the stat block than on the offensive CR table. Which means I'm fundamentally misunderstanding something about the process.

Also, the dragon's multiattack is 2d10+10, 2d6+10, and 2d8+10 for bite, claw, and tail. The dragon is gargantuan. Isn't the number of dice multiplied by its size? 1d10 medium, 2d10 large, 3d10 huge, 4d10 gargantuan? That might make up the difference, but I doubt it's miscalculated, I'm probably just off somewhere.

Thanks in advance if you post something to help me untangle this mess and start making monsters.

EDIT: Solved. The attack bonus being significantly higher bumped the dragon's offensive CR up a lot, and having to calculate for an average amount of targets in an AoE changed the damage values, making DPR higher with legendary actions. In other examples given in the comments, a monster's death trait is assumed to count for damage within the 3 turn average, and when factoring in the boost from a difference in attack bonus, the math is more consistent. Thanks all, for your help, I appreciate it.

Posted Sep 16, 2022, 11:56 AM UTC · edited

1328
tomedunn•

Over the first three rounds of combat, an ancient red dragon does

  • Round 1. 239 (2 x fire breath, and 3 x tail attacks), AoE abilities are generally assumed to hit two targets in CR calculations.

  • Round 2. 126 (1 x bite, 2 x claws, and 3 x tail attacks)

  • Round 3. 126 (1 x bite, 2 x claws, and 3 x tail attacks)

It's three round average for damage is therefore 164 damage which gives it an initial offensive CR of 22. The normal attack bonus for CR 22 is +11 but the dragon has +17 to hit, so it's CR increases by 3 ([17 - 11]/2) for a final offensive CR of 25.

If you're wanting to check your work, I've calculated CRs for all of the monsters in the Basic Rules. Here's a spreadsheet showing my calculations.

22
Teek_Milo•

That's a hell of a spreadsheet, thanks for providing it!

3
tomedunn•

Thanks. I have a bigger one with monsters from other official books that I use for analyzing monsters on my site, but I unfortunately can't share that one due to copyright reasons (the sheet parses a lot of info from full monster statblocks).

1
ThirdStrongestBunnyOP•

So one of the things I'm missing is that if I build a monster to have STR or DEX stats for its primary 'to hit' roll, and that deviates from the average for a monster's CR, that this dramatically increases its offensive CR, and this is why damage is lower to compensate?

That would imply that I should only create the correct (damage-based) ability scores by estimating the amount of damage that I would like to do with an attack, then working backwards until I get the ability modifier that I need to do that damage, and then write in the ability score based on the modifier I get from the calculations. Is that accurate?

2
tomedunn•

It's more complicated than that. Encounter math is based on XP, and a creature's XP is the product of their effective hit points and effective damage per round (if you're interested, I have a fully derivation of this here, but fair warning, it's pretty math heavy). Challenge ratings are just classifications of monsters worth similar amounts of XP. So, while monster hit points, armor class, saving throw bonuses, DPR, and attack bonus within a given CR might vary, the total product should be close to target. A creature could have high AC and high AB with low HP and DPR to compensate, or high AC and HP but low AB and DPR. This is why you need to look at the whole picture to assess if the CR makes sense.

5
aersult•

Don't all creatures of the same CR give the same XP? So then aren't XP and CR essentially the same?

2
tomedunn•

Yep, in terms of how they're presented in the rules they're the same, but that's just a classification. Just like some monsters are slightly tougher or weaker than average for their CR, some are actually worth slightly more or less XP than the value listed in their stat block. The difference generally aren't too big, though, which means the encounter math still works well enough.

During the DnD Next open playtest for 5e, monsters of the same CR (or level, as it was called then) actually did have different XP values from one another. I can't say for certain why WotC moved away from this for the official release of 5e, but my guess is it was done for the sake of simplicity to make calculating encounter difficulties slightly easier.

2
Lazerbeams2•

Damage per round is the average of the Monster's strongest attack option (regardless of limited use). This is calculated by using the dice averages (2.5 for a d4, 3.5 for a d6, 4.5 for a d8, 5.5 for a d10, 6.5 for a d12) multiplied by the number of dice of that type then adding modifiers. Offensive CR is half the CR calculation. The standard process will give you two CR numbers, you average these numbers to find the CR.

Offensive CR is based on damage per round and attack bonus. Defensive CR is based on AC and HP.

5
ThirdStrongestBunnyOP•

I understand that part. What I'm confused about is why the CR 24 Ancient Red Dragon is (apparently) doing an average of 105 damage per round on a multiattack and legendary actions, or variable damage around that number with a breath weapon (accounting for saves and average targets hit) and legendary actions, when the offensive CR for CR 24 suggests that it should either be doing ~195-212 damage per round, or have a defensive CR of ~31 to compensate for the 105 DPR's offensive CR of 17 (which would give it 850+ HP (not 546)?

2
Lazerbeams2•

Immunities are factored into the HP and the damage assumes it uses the breath weapon every turn. The final CR is also modified by legendary resistances and legendary actions. Lair actions might also factor in, but I'm not actually sure about those

1
ThirdStrongestBunnyOP•

That might help me get closer to narrowing it down, but it's still not there yet. Is the calculation for the breath weapon also assuming hitting 4 targets with no saves? Because that's now 364 damage. 364+105=469/2=234, and 234 would be just over the target offensive DPR of a CR 24 creature.

That solves one calculation part in this specific instance, but assuming hitting 4 targets with no saves and no resistances with a recharge 5-6 on each turn seems like a gross overexaggeration to me, and skews the numbers a ton for monsters that don't have these traits. Do you happen to know what goes into that calculation process?

1
Lazerbeams2•

The numbers are insanely skewed in general. They assume the enemy always hits and all saves are failed. Iirc legendary actions and resistances are +1 CR each (I'm not completely sure about the resistances they might just add health to the calculation). CR is just not a very good system for judging power.

I use max at will damage, average burst damage, and HP when I'm prepping. If no one is instakilled by max at will damage and average burst damage is survivable too. Then I check to see if the party can deal enough damage in 4 rounds to put the monster down. It's not perfect, but it's a decent shorthand

2
thegooddoktorjones•

Use this, the real rules reverse engineered from the MM.
http://blogofholding.com/?p=7338

It is not very complicated, and a lot of it is up to DM whim. But it works, I have been using it for years.

4

Because WOTC don't use the same rules we do.

The designers have confirmed in the past that WOTC have their own private, internal system that they use for calculating CR when doing monster design, which they say was too complex to put in the book.

So they created a less accurate, but simpler, system for release.

So if you find that none of the monsters in the book line up with the book's own CR advice, that's why.

It's just one of the many complaints people have with 5e's CR system.

3
jelliedbrain•

There is an example for a white dragon in the DMG, they take the average over three rounds where they assume the breath weapon hits 2 creatures in round one who fail their saves. The next two rounds are melee attacks.

So average damage per round over 3 rounds for the ancient red is (182+69+69)/3=107, not counting legendary actions. 3 tail attacks would take this to 163. The attacks are +17, or +6 more than the CR22 line (which has a damage range of 159-176) so I think the offensive CR is 25.

I'm probably off somewhere, but it looks close.

Edit Defensive rating. 546 hp but add 90 for the 3 legendary resistances puts it at 636, or 26. AC for this rating is 19, the ancient dragon is 3 higher, so up the defensive rating by 1, to 27. I don't think the fear, immunities, or flight add anything given the level of expected PC's, so I'm getting a CR of 26 for the ancient red.

1
ThirdStrongestBunnyOP•

The attacks are +17, or +6 more than the CR22 line (which has a damage range of 159-176) so I think the offensive CR is 25.

I followed you completely until this. This is something that I didn't know factored into calculations. The attacks are +17 because of +10 STR and +7 proficiency (CR21-24), right?. How does that not make its offensive CR 22?

Also, can you check my Balor example in the comments below and help me with that one? Because he has no legendary actions, and it's still low DPR. But I appreciate your help! Thank you! :)

1
jelliedbrain•

Read the text below the chart in the DMG, you find the line for the damage output and compare the actual attack bonus with what's suggested on this line:

Now look at the attack bonus suggested for a monster of that challenge rating. If your monster’s attack bonus is at least two points higher or lower than that number, adjust the challenge rating suggested by its damage output up or down by 1 for every 2 points of difference.

Edit the relevant line for the ancient dragon's offense reads

CR 22....{defensive stuff}.....+11 to hit...159-176...save DC 20.

Our damage is in this range (163), but the to hit bonus is higher so use the quoted text to adjust. If its damage is primarily based on a save DC, you'd adjust using that instead.

3
ThirdStrongestBunnyOP•

adjust the challenge rating suggested by its damage output up or down by 1 for every 2 points of difference.

yup, that was a big part of the problem. Thanks. :)

1
ThePartyLeader•

Because CR is garbage. It's been garbage for multiple editions and is even more garbage now.

It's good enough to glance at and have an idea, and in 5e is tuned weakly so that if the CR is within reason it shouldn't be a TPK.

-5
ThirdStrongestBunnyOP•

Well, sure. I've heard the sentiment here before, and it's becoming clearer to me now. But this problem only seems to be hitting me in the offensive CR damage-per-round step, and it's ALWAYS on the low side. This is biting me in the ass when it comes to designing my monsters, so if I can fix this step, then I can trash what I don't like about CR, without feeling like everything I homebrew is doing incorrect damage per round.

People make new and balanced monsters all the time, and it looks like they understand a step about DPR that I don't.

1
ThePartyLeader•

If it gives you any solace I will inform you for 90% of my 5e DMing I dropped my monster HP by about 15-20% increased damage by 20% and added one or two to DCs of my monsters and the game actually almost felt like it had good combat.

But the first campaign I ran I could not for the life of me figure out why combat just was terrible. Then looking at stats and abilities I deduced in their design philosophy they basically turned monster damage down to avoid TPK/killing players but then had to crank up HP to keep "difficulty" in combat basically turning the entire OG monster manual into a book of HP blobs that hit like fun noodle wielding teens.

But I am just a single person and maybe others feel differently about how they decided to balance monsters.

3
tomedunn•

Dropping HP by 20% and increasing DPR by 20% is a CR neutral move. Increasing DCs by 1-2 can increase a monster's CR, but only by 1 at most.

1
ThePartyLeader•

correct. I am essentially speeding up combat by 20% and giving a slightly higher chance the players can experience the effect the monster does.

This is personal preference but I believe and have experienced it as better combat as it swings a little faster, mistakes and good tactics have more effect. The DC part is a personal "feel" depending on the creature but anecdotally the base numbers on monsters lead to a 70% or higher success rate for most characters which leads to everything feeling the same because the special stuff never happens.

2