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A member registered Apr 03, 2023 · View creator page →

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No, that's a brain problem on my side.  it's 3*8=24, not 4*8=24.  So I should've said SIX Goblins (individually) is equal to 1 Abomination.  I wasn't doing the scenario thing, just comparing base stats.

So how about this?

Gargoyle is Skirmish = 60.
5 Goblins is Skirmish = 60.

I'm curious how that would actually play out.  Do you think it would be close?

I think it would be a lot closer than mine:
1 Gargoyle = 11
2 Goblins = (4*1.25 + 4*1.25) = 10

I'm warming to your formulas and unwavering persuasion!

Hero movement usually reveals the monster(s) location, so how would they get first strike?  It admittedly happens on occasion but for the most part, player 1 kicks open a door and rushes in and attacks whoever they can reach.  Then the other 3 jump in, then the monster's turn.  I Homebrew that ranged mobs attack immediately when revealed, but otherwise...  I understand you're going for max difficulty but it definitely seems odd to make an edge case (player 4 opening a door with the last of their movement) the basis of the difficulty system.

To step back for a second, I want to thank you again for your hard work on this.  It's an amazing tool and my focus on the formulas is intended to be constructive feedback, but probably comes across like criticism.  I'll stop beating the dead horse and go back to working on my own stuff now.  Thank you again for the tool and for the clarifications.  Carry on good sir!

Happy to help.

I probably should've looked at the Info/FAQ Sheet, that's on me.  Sorry.

I like the idea of this being "Maximum Effort" difficulty rather than some random number.  We all know a bad run on dice rolls can make or break even the most balanced quest, so anything you have that's consistent is going to work.

That being said, I still don't like your formulas and I'll try to come up with my own, maybe some kind of percentile that ramps up.  Like the 2nd enemy increases all monsters by 10%, the 3rd by 25%, the 4th by 45%, and so on.

Re - Custom Monsters: I would encourage you to have some heroes fight a 611 monster (Chainsaw Goblin) and a 161 monster (Dread Warrior with a Dagger.  I would happily define them as being in the same difficulty ballpark, whereas you have the Goblin twice as difficult as the Dread Warrior.  The 611 is unlikely to survive the first hero attack(s) and therefore be unable to use it's 6AD attack, where the 161 monster is going to stand there and be hammered on while chipping away at the Heroes health on its turn... potentially.  Maybe the heroes roll poorly when attacking 611 and 161 can't roll a Black Shield to save it's life... literally... see what I did there?  Again, subjective but I would argue the 161 would be far more difficult for brand new heroes than 611 (assuming the heroes get a chance to attack first).  It would be fun to try out.

No way, 8 Goblins would chew up 1 Abomination.  He'd take 1, maybe 2 out and would himself be taken down in the 2nd or 3rd round.

Maybe that's the way to set a difficulty.  Goblin is the "base" difficulty, and every other enemy is rated on how many goblins it takes to kill it (best 2 out of 3).  We got all winter to figure this out, then it's WoM time and no one will care about Homebrew for a while! :)

After sufficiently nerding out, I wanted to let you know your undead figures are wrong. Skeleton should be 221 not 311. Zombie should be 231 not 221, Mummy should be 342 not 232. There may be others but I haven't checked. I'm just a nerd about how tough Zombie are (3 DD) and noticed yours was too low.

I'll preface the next part by saying I'm not suggesting you change anything. I just wanted to provide some feedback.

That out of the way, I gotta take issue with your Power formula. It's obviously subjective, but I feel like placing the bulk of the Power level on the BP and AD doesn't really work. 1 Abomination (3 AD, 3DD, 2 BP) is equal in power to 8 Goblins (16 AD, 8DD, 8 BP)?

I've tried a few different variations on fancy formulas, usually along the lines of "How hard do they hit" (AD * <SomeDefaultValue>) and "How hard are they to kill" (DD * BP), but I usually end up in the same situation you're in.

In my opinion, the best way to do this Power leveling thing is to just total everything (AD+DD+BP+FN). I use a single "FudgeNumber" as a way to give Bosses and spell casters a boost. Anyway, this gives you an Abomination (3 AD, 3 DD, 2 BP -> PL = 8) whose PL is equal to 2 Goblins (4 AD, 2 DD, 2 BP -> PL = 8), which seems more fair to me.

I don't really understand your Quest room calcs. 3 Goblins in a room get PL = 24 which is the same as a room with a single Abomination PL = 24. That's not too far off the mark I suppose.

However, 3 skeletons (using the correct numbers, are just Goblins with 1 extra DD) have a PL = 36, so significantly (33%) harder than 3 Goblins or 1 Abomination, which is a little hard to swallow.

But 1 Abomination and 1 Goblin have a PL = 52?! How can adding 1 Goblin to the Abomination's room make it as hard as 2 separate rooms with 1 Abomination each?

There definitely needs to be a compounding multiplier in effect for groups of enemies over single enemies but I don't think the way you're doing it is as balanced as it could be.  I'll see if I can come up with something more balanced.

Hit me up if you ever want to bounce ideas off a fellow Excel geek!

This was so much fun to do.  Very happy to place in the middle of the group of excellent quests!