tesseradecades / dndCharGASandbox

A thought experiment in creating dnd characters using genetic algorithms
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Fitness #3

Open tesseradecades opened 5 years ago

tesseradecades commented 5 years ago

Fitness

In biology, fitness is described as an individual's ability to survive and produce offspring. Doesn't matter if how much you can lift if you're sterile. And it doesn't matter how fertile you are if you die before you can reproduce.

The closest analog D&D has to this is challenge rating, which is used to describe how challenging it is to defeat a specific monster. The means for determining challenge rating is described in depth in the DMG. For the purposes of determining fitness, this process is slightly modified.

  1. Determine Ability Scores and Modifiers
  2. Determine Armor Class
  3. Determine Hit Points
  4. Determine Effective Hit Points based on Resistances and Immunities
  5. Determine Attack Bonuses
  6. Determine Damage
  7. Determine Save DCs
  8. Speeds
  9. Saving Throw Bonuses
  10. Modifications due to special traits
  11. Calculate Offensive CR and Defensive CR, then take the average
tesseradecades commented 5 years ago

1. Determining Ability Scores and Modifiers

This is done by the Phenotype

tesseradecades commented 5 years ago

2. Determine Armor Class

AC shall be calculated based on Str, Dex, and the starting equipment and armor proficiencies of the particular character. A character with no armor proficiencies is assumed to have an AC of 10+their Dex modifier. A character with multiple armor proficiencies is has their AC calculated for each, and the highest is picked. A character with proficiency in shields is assumed to use it an gain a +2 to AC.

tesseradecades commented 5 years ago

3. Determining Hit Points

Hit points are calculated using the average roll of the hit die + the Con modifier

tesseradecades commented 5 years ago

4. Effective Hit Points

A creature with any kind of damage resistance or immunity has their effective hitpoints multiplied according to the following table for each resistance/immunity Lvl Resistance Immunity 1-4 2 2 5-10 1.5 2 11-16 1.25 1.5 17 or more 1 1.25

tesseradecades commented 5 years ago

5. Attack Bonuses

Use the Attack bonus of the attack the creature is most likely to use

tesseradecades commented 5 years ago

6. Damage

Damage is calculated as the average damage of their most effective attack and any off-turn damaging effects for the first three rounds of combat. For instance, if a 20th level Paladin were to smite using it's highest available spell slots for every attack and opportunity attack for the first three rounds of combat using a greatsword with 20 strength

Round 1

  1. First attack = 2d6+5+5d8 = 7+5+22.5 = 34.5
  2. Second attack = 2d6+5+5d8 = 7+5+22.5 = 34.5
  3. Opportunity attack = 2d6+5+5d8 = 7+5+22.5 = 34.5 Total = 103.5

Round 2

  1. First attack = 2d6+5+5d8 = 7+5+22.5 = 34.5
  2. Second attack = 2d6+5+5d8 = 7+5+22.5 = 34.5
  3. Opportunity attack = 2d6+5+4d8 = 7+5+18 = 30 Total = 99

Round 3

  1. First attack = 2d6+5+4d8 = 7+5+18 = 30
  2. Second attack = 2d6+5+4d8 = 7+5+18 = 30
  3. Opportunity Attack = 2d6+5+3d8 = 7+5+13.5 = 25.5 Total = 94.5

So the Paladin's average damage would be (103.5+99+94.5)/3 = 99 damage

tesseradecades commented 5 years ago

7. Determine Save DCs

Save DCs are determined by the Phenotype. Go with the DC of the most effective attack

tesseradecades commented 5 years ago

8. Speeds

Speeds are determined in the Phenotype. However, certain speeds such as a flight speed, increase the character's effective AC.

tesseradecades commented 5 years ago

9. Saving Throw Bonuses

Saving Throw Bonuses are determined in the Phenotype. However, a character with 3 or 4 saving throw bonuses has an effective +2 to AC, and one with more than 4 has an effective +4 to AC.

tesseradecades commented 5 years ago

10. Modifications due to Special Traits

The Phenotype should produce both actual stats, and effective stats. Certain traits, whether they be class or race abilities or spells, may provide an increase or decrease to the creature's effective stats. Refer to the table on page 280 of the DMG, and use your best judgement in determining how a corresponding class feature may effect these stats.

tesseradecades commented 5 years ago

11. Final CR

Using the table on page 274, determine the Defensive and Offensive Challenge Ratings and take the average.