Difference between revisions of "User:Tarkisflux/CannedResponses/SGTandCR"

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I didn't write this, so I can't take credit for it, but it's not wrong, and I don't want to redo it. - [[User:Tarkisflux|TarkisFlux]] 20:57, September 18, 2009 (UTC)
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This is a rewrite of [[User:Ghostwheel]]'s work. - [[User:Tarkisflux|TarkisFlux]] 20:57, September 18, 2009 (UTC)
  
Hokay, let me explain this to you very, very slowly.
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The SGT is a design specification that only applies to 3.x Dungeons and Dragons. It attempts to tell us when a particular class is well above or below it's intended power level. It's intended power level is defined in an unlikely place:
  
 
{{quote
 
{{quote
|Challenge Ratings for NPCs:
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|Challenge Ratings for NPCs: An NPC with a PC class has a Challenge Rating equal to the NPC’s level.
An NPC with a PC class has a Challenge Rating equal to the NPC’s level.
 
 
|orig=Dungeon Master's Guide, page 37}}
 
|orig=Dungeon Master's Guide, page 37}}
  
The same thing means that a level X PC '''should be''' a CR X creature. So a level 5 Barbarian should be a CR 5 creature. And a level 8 Monk should be a CR 8 creature. And a level 7 Wizard should be a CR 7 creature. With me so far? I didn't go too fast? Alright, let's move on.
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Since the only difference between an NPC human with nothing but fighter levels is and a PC human with nothing but fighter levels, we will go ahead and assume that the statement holds true for PCs as well. So, a PC of level X can be treated as having a CR of X and an EL of X.
  
Two creatures of the same CR are supposed to be at around the same level of power, and when they directly face each other with neither having an overwhelming advantage (like fighting in a pit full of lava against a fire elemental) the victor should be completely random. That is, on average the victor between the two creatures should be each of the creatures, 50% of the time. With trial combats between the two, one creature should win half the time, and the other should win half the time. Why? Because they're supposed to both be of equal power. This means that the Same Game Test attempts to balance classes '''according to the DMG'''.
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Back to the books for some more definitions...
 
 
No, a single monster of a CR equal to the average level of a party is ''not'' supposed to be a major threat.
 
  
 
{{quote
 
{{quote
|Challenge Rating
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|Challenge Rating: This shows the average level of a party of adventurers for which one creature would make an encounter of moderate difficulty. Assume a party of four fresh characters (full hit points, full spells, and equipment appropriate to their levels). Given reasonable luck, the party should be able to win the encounter with some damage but no casualties.
This shows the average level of a party of adventurers for which one creature would make an encounter of moderate difficulty. Assume a party of four fresh characters (full hit points, full spells, and equipment appropriate to their levels). Given reasonable luck, the party should be able to win the encounter with some damage but no casualties. For more information about Challenge Ratings, see pages 36 and 48 of the Dungeon Master’s Guide.
 
 
|orig=Monster Manual, page 7}}
 
|orig=Monster Manual, page 7}}
  
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|A single monster of a specific Challenge Rating when faced by itself has an Encounter Level about equal to its Challenge Rating.
 
|A single monster of a specific Challenge Rating when faced by itself has an Encounter Level about equal to its Challenge Rating.
 
|orig=Table 3-1, Dungeon Master's Guide, page 49}}
 
|orig=Table 3-1, Dungeon Master's Guide, page 49}}
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{{quote
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|In general, if a creature's Challenge Rating is two lower than a given Encounter Level, then two creatures of that kind equal an encounter of that Encounter Level. . . . The progression holds of doubling the number of creatures for each drop of two places in their individual CR, so that four CR 7 creatures are an EL 11 encounter, [etc].
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|orig=Dungeon Master's Guide, page 48}}
  
 
{{quote
 
{{quote
Line 27: Line 27:
 
|orig=Dungeon Master's Guide, page 50}}
 
|orig=Dungeon Master's Guide, page 50}}
  
This means that if a party faces a single creature with a CR equal to the party level, they should expend approximately 20-25% of their resources for the day. That's not a very hard challenge, and virtually none of the PCs risks dying. No, a whole party should '''not''' win only 50% of the time against a monster that has a CR equal to their party level. It should be a breeze for them. Only when a character is alone against a monster of his CR should he have a chance of dying, and then 50% of the time, since it comes down purely to the dice on who wins and who dies (since the PC is supposed to be of the same CR as the monster, by the book).
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{{quote
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|Overpowering: The PCs should run. If they don't they will almost certainly lose. The Encounter Level is five or more levels higher than the party level.
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|orig=Dungeon Master's Guide, page 50}}
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We need to do some work with these before we can get to what the SGT represents. If you have a group of four adventures of level X, they are an EL X+4 encounter. They are supposed to get into a total of four EL X encounters before they start running low on abilities and supplies, and when players start running low on abilities and supplies they start dying. But four of EL X encounters are equal to one EL X+4 encounter, which also happens to be the same EL as the party is. So an encounter of the same EL as the party is supposed to push them towards running low on spells, hit points, and other resources. When that happens, people start dying, and they may die before the monsters do. We can't actually go any higher than this (EL X+5) without the party being supposed to die and lose, so this EL+4 point is as close to 50/50 win/loss as we can get in the rules. What we get from this is that an EL X+4 group against an EL X+4 group should result in a 50/50 fight.
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We take that and, since it works backwards too, conclude that an EL X vs EL X fight should be 50/50. If you are a PC of level X you should be able to fight an encounter of your EL and, on average, have a 50/50 success rate. This is the basis of the SGT, and it's also an important point in 3.x DnD. Level is supposed to equal CR, but just like there are specializations and roles for monsters to play, so there are for PCs.
  
Thus, a PC who passes the Same Game Test is '''balanced''' according to the DMG. However, not all PC classes are balanced. Monks and Fighters are usually far below in power than creatures of equal CR. Wizards, Druids, and Clerics are often far higher in power than creatures of equal CR. The page you linked in the article that this talk page belongs to tries to explain that. So... yeah. Not only is the "system" right, but it doesn't design anything. Instead, it attempts to detail out the power levels of certain things. It explains how the system works.
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The important bit there is the average. You can not do an SGT for a single encounter and learn anything useful from it. Encounters are ''different'' and they play to different strengths and weaknesses. So the SGT attempts to represent different styles of encounters so that you get a range of results. You can very easily have "sure win" results in the SGT, just as you can very easily have "sure loss" results. You can also have "likely win/loss" or "toss up" results. You could even make it more detailed if you wanted to, but since it's largely a thought experiment I don't think you gain anything from it. Then you bundle all of your results up, and if you have an approximately 50% win rate, congratulations, you have passed the SGT! Your level is balanced against challenges of your level, as defined in the DMG.
  
Please, give the DMG a read. The page you linked AND the same game test both refer to the core rules, as put forth by the DMG. Not to some strange thing added on, which for some reason people seem to think is different from the core system.
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If you don't have an approximately 50% win rate, congratulations, you have failed the SGT! This doesn't actually mean anything horrible or bad. If you're designing your class and wanted a different set of results, you have a list of encounters to review to help guide you with your revisions. If you don't want to revise anything, then this gives you a sense of what balance level you're at. If you have a lower than 50% rate, it just means that you are less likely to deal with the challenges that the DMG says you should be dealing with and should probably have easier challenges. It would not be appropriate for a high powered game, unless you enjoy feeling overshadowed by other players or being dead often because the DM didn't take your balance level into account. If you have a higher than 50% rate it just means the opposite. It's not appropriate for a low powered game, as you will overshadow your fellow players or steamroll all of the opposition.
  
:/me takes credit for it :-D
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That's what SGT tells us. Using DMG definitions and monsters at their published CRs it gives you encounters that are supposed to kill you 50% of the time, on average, and sees how you stack up against a varied set of them. It's not a bad thing to be able to hand a hill giant his head every time, as long as it is balanced out in other places with losing yours. Passing the SGT isn't good or bad on it's own, it just means that you can probably use the monsters in the monster manual that are appropriate for your CR and that you play nicely with other classes that pass the SGT. These are nice things, but they are not the only nice things in the game, and they're not even something you should necessarily strive for. There are lots of ways to play the game, this tool just helps you minimize hidden class based balance issues by picking a point and playing your game to it.
:Yeah, it took a while to find all those quotes, etc --[[User:Ghostwheel|Ghostwheel]] 23:09, September 18, 2009 (UTC)
 

Revision as of 01:58, 12 December 2009

This is a rewrite of User:Ghostwheel's work. - TarkisFlux 20:57, September 18, 2009 (UTC)

The SGT is a design specification that only applies to 3.x Dungeons and Dragons. It attempts to tell us when a particular class is well above or below it's intended power level. It's intended power level is defined in an unlikely place:

Challenge Ratings for NPCs: An NPC with a PC class has a Challenge Rating equal to the NPC’s level.
—Dungeon Master's Guide, page 37

Since the only difference between an NPC human with nothing but fighter levels is and a PC human with nothing but fighter levels, we will go ahead and assume that the statement holds true for PCs as well. So, a PC of level X can be treated as having a CR of X and an EL of X.

Back to the books for some more definitions...

Challenge Rating: This shows the average level of a party of adventurers for which one creature would make an encounter of moderate difficulty. Assume a party of four fresh characters (full hit points, full spells, and equipment appropriate to their levels). Given reasonable luck, the party should be able to win the encounter with some damage but no casualties.
—Monster Manual, page 7
A single monster of a specific Challenge Rating when faced by itself has an Encounter Level about equal to its Challenge Rating.
—Table 3-1, Dungeon Master's Guide, page 49
In general, if a creature's Challenge Rating is two lower than a given Encounter Level, then two creatures of that kind equal an encounter of that Encounter Level. . . . The progression holds of doubling the number of creatures for each drop of two places in their individual CR, so that four CR 7 creatures are an EL 11 encounter, [etc].
—Dungeon Master's Guide, page 48
The average adventuring group should be able to handle four challenging encounters [of an Encounter Level equal to the party level] before they run low on spells, hit points, and other resources.
—Dungeon Master's Guide, page 50
Overpowering: The PCs should run. If they don't they will almost certainly lose. The Encounter Level is five or more levels higher than the party level.
—Dungeon Master's Guide, page 50

We need to do some work with these before we can get to what the SGT represents. If you have a group of four adventures of level X, they are an EL X+4 encounter. They are supposed to get into a total of four EL X encounters before they start running low on abilities and supplies, and when players start running low on abilities and supplies they start dying. But four of EL X encounters are equal to one EL X+4 encounter, which also happens to be the same EL as the party is. So an encounter of the same EL as the party is supposed to push them towards running low on spells, hit points, and other resources. When that happens, people start dying, and they may die before the monsters do. We can't actually go any higher than this (EL X+5) without the party being supposed to die and lose, so this EL+4 point is as close to 50/50 win/loss as we can get in the rules. What we get from this is that an EL X+4 group against an EL X+4 group should result in a 50/50 fight.

We take that and, since it works backwards too, conclude that an EL X vs EL X fight should be 50/50. If you are a PC of level X you should be able to fight an encounter of your EL and, on average, have a 50/50 success rate. This is the basis of the SGT, and it's also an important point in 3.x DnD. Level is supposed to equal CR, but just like there are specializations and roles for monsters to play, so there are for PCs.

The important bit there is the average. You can not do an SGT for a single encounter and learn anything useful from it. Encounters are different and they play to different strengths and weaknesses. So the SGT attempts to represent different styles of encounters so that you get a range of results. You can very easily have "sure win" results in the SGT, just as you can very easily have "sure loss" results. You can also have "likely win/loss" or "toss up" results. You could even make it more detailed if you wanted to, but since it's largely a thought experiment I don't think you gain anything from it. Then you bundle all of your results up, and if you have an approximately 50% win rate, congratulations, you have passed the SGT! Your level is balanced against challenges of your level, as defined in the DMG.

If you don't have an approximately 50% win rate, congratulations, you have failed the SGT! This doesn't actually mean anything horrible or bad. If you're designing your class and wanted a different set of results, you have a list of encounters to review to help guide you with your revisions. If you don't want to revise anything, then this gives you a sense of what balance level you're at. If you have a lower than 50% rate, it just means that you are less likely to deal with the challenges that the DMG says you should be dealing with and should probably have easier challenges. It would not be appropriate for a high powered game, unless you enjoy feeling overshadowed by other players or being dead often because the DM didn't take your balance level into account. If you have a higher than 50% rate it just means the opposite. It's not appropriate for a low powered game, as you will overshadow your fellow players or steamroll all of the opposition.

That's what SGT tells us. Using DMG definitions and monsters at their published CRs it gives you encounters that are supposed to kill you 50% of the time, on average, and sees how you stack up against a varied set of them. It's not a bad thing to be able to hand a hill giant his head every time, as long as it is balanced out in other places with losing yours. Passing the SGT isn't good or bad on it's own, it just means that you can probably use the monsters in the monster manual that are appropriate for your CR and that you play nicely with other classes that pass the SGT. These are nice things, but they are not the only nice things in the game, and they're not even something you should necessarily strive for. There are lots of ways to play the game, this tool just helps you minimize hidden class based balance issues by picking a point and playing your game to it.