Mistrealm

Dungeons and Dragons

DPS


DPS (average rate of damage inflicted over time) is a critical component to many gamers, being a measure of how much they contribute to combat. Many factors contribute to DPS. Combat is chaotic and complex, and in D&D, the character creation rules are even more complex. At times it can be very difficult to determine the optimal choice.

This effort is inspired by the Making Monsters article in Monster Manual I (v3.5)(page 302):
The best way to set a monsterís CR is to see how it handles in play. This can be time-consuming, but it probably gives you the best information about how challenging your monster is.
And also (from http://www.wizards.com/default.asp?x=dnd/dd/20070803a):
A typical monster has a lifespan of five rounds. That means it basically does five things, ever, period, the end.
The suggested playtest procedure is to
Create a "playtest party" consisting of four characters whose level equals your monsterís target CR + 2. Each character should be built using the standard ability score array and equipment for a PC of their level. Include a fighter, rogue, cleric, and wizard if possible.
That is actually a lot of work, especially at higher levels. In theory, I can use Tables 4-12 through 4-22 from the DMG (3.5, p112-p126) to make this easier. (Sorry, was not able to find the d20 versions of these tables. If you know where one is, let me know and I will link it here).
dps meter

Versions

We might be comparing different versions of the game, but the
concentration will be version 3.5.
Dungeons & Dragons (1974) 0.0
Greyhawk supplement 0.1
Blackmoor supplement 0.2
Eldrich Wizardry 0.3
Gods, Demi-Gods and Heroes 0.4
Advanced Dungeons & Dragons 1.0
Dungeons & Dragons Basic Set and revisions 1.5
Advanced Dungeons & Dragons 2nd edition 2.0
Advanced Dungeons & Dragons 2nd edition Player's Options2.5
Dungeons & Dragons 3rd edition 3.0
Dungeons & Dragons v3.5 3.5
Dungeons & Dragons 4th edition 4.0
Dungeons & Dragons 5th edition / D&D Next 5.0
Perhaps the simplest part of the combat calculation is weapon damage, until you factor critical hits.
In Dungeons & Dragons (1974) book 1, all attacks which score hits do 1-6 points damage.

Generally speaking, class levels are treated equally to CR. Naturally, there are exceptions, and clearly not all classes perform the same. But due to simplicity, I am not going to start out with the suggested test party makeup:
Include a fighter, rogue, cleric, and wizard if possible.
It will be much easier to start off with a party of 4 fighters, and with some luck, maybe we can go back and revisit that decision.

So, (from DMG (3.5)(p117) table 4-16), at level 1, each fighter would have
HP12AC18Melee+4Ranged+2Fortitude+4Reflex+1Will+1Skills8Feats2
Splint mail, heavy steel shield, masterwork melee, mundane ranged, 350 gp.
We will assume they hit at the same time, they handle critical hits like dnd3.5, doing d6 damage.


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