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T&T combat Data-

What I have so far is this:
1). An 'average', 0-adds human, while fighting unarmed is equivalent to MR
2). An 'average', 0-adds human, weilding the 'average' melee weapon is
equivalent to MR 10.
3). The 'average', 0-adds human is treated as MR 30 for spells such as 'Oh
Go Away', and others which use the three Prime Ability scores as a measure.
4). The 'average' projectile value is 13.78ish
5). The 'average' armor value is roughly 06/07 hits. Closer to 06 if one
considers that some folk don't wear armor (too expensive).
This set of info alone should help in planning out the PC's and human(oid)
armor wearing, weapon weilding foes.
5th edition attack magic is completely ununified, and largely based on #d =
caster's level, plus their personal adds; or is the three Prime Ability v.
MR or same three PAs of the opponent. This makes it pretty difficult to
incorporate magic in a serious analysis.
To complicate things, Ken's proposed 6th edition does away with character
(and thus, Caster) level, so I don't know how spells like 'Blasting Power'
or 'Freeze Pleeze' will end up in 6th.
Reversing the process, we see that a creature currently rated at MR 10 is
roughly equal to an 'average', 0-adds human, weilding an average melee
weapon. Except that delvers get a big break. They don't loose fighting
capability as they take hits.
This 'average' human has a CON of 10, and can keep fighting 'til at least 03
CON, and possibly until 0 (depending on whether you see the STR precident of
02 or 01 resulting in a KO).
How to figure in this added advantage is largely a GM call (like so much in
T&T). However, one way to deal with it is to take the original MR as the
creature's CON, and take hits against it, rather than decreasing MR. If
this is done, the MR 10 creature and joe/jane average with trusty average
melee weapon are an even match.
The 'average' projectile weapon is roughly 14% more powerful than the
'average' melee weapon -- again, all of this is assuming average, 0-adds.
MR | Dice + Adds | Average
01 1d+.5 04
02 1d+1 04.5
03 1d+1.5 05
04 1d+2 05.5
05 1d+2.5 06
06 1d+3 06.5
07 1d+3.5 07
08 1d+4 07.5
09 1d+4.5 08
10 2d+5 12
20 3d+10 20.5
30 4d+15 29
The MR 10 creature penetrates the 'average' armor value, on average, by 06
points -- reducing the 'average' human to 04 CON in one Round. Two Rounds
of this is enough to kill.
This assumes that the human targeted did not offer any resistance, except
The MR 10 creature facing an armed [yada, yada, yada] human wearing 06 hit
armor will, on average, not harm the human, and at best (17 - 07 = 10; 10 -
06 = 04) gets the same result as facing the average unopposing, but armored
Projectile weapons which stike are of course, not affected by the HPT
generated by a party, and come directly off the target's (armor, then) CON.
The average Projectile weapon will reduce the 'average', (06 hit) armored
human to 03 or 02 CON in one hit.
The same should apply to the MR 10 creature. One 'average' projectile
weapon hit = one dropped MR 10 creature. Thereabouts.
Poisoned hit are 150, 200, or 400% more effective than the values listed
Now, since all of this is based on the averages, you'll still need to do
some figuring of your own.
If PC-X has 13 Melee Weapon Adds; 14 Armor, and weilds a weapon which
averages 14 hits on its own merits, then you should consider throwing an MR
30 creature at it for a reasonable match -- but it still doesn't get any
armor (unless you give it some -- artificial, or natural hide, etc.)
The same PC, armed with a projectile weapon should face an MR 45ish creature
for a reasonable combat.
A poison weilding PC would drive up the opposition's MR by the increase
factor (150, 200, 400%), yielding a 68, 90, or 180 MR creature -- yeow!
Again, this is one on one combat.
Partys should be considered a total melee value, as well as a total
projectile value, to determine the MR-chunks to be doled out.
If you have a party of three delvers that have a total of 10d6, plus
37 Adds and two of them are wearing armor (both leather, 6 hits) then
you are going to want a creature (for an even fight) with similar
combat abilities. Add 10 to the MR until it reaches a nearly equal
point to the delvers.
With the progression of +5 Adds automatically to each dice, this might
seem hard to get an equivalent match, so figure out the averaged Party
Strength of the delvers (dice x 3.5 + adds, in this case 72) and keep
building up the MR until you get to an average that is close.
10 MR 02d6+05 ( 12 average)
20 MR 03d6+10 ( 20 average)
30 MR 04d6+15 ( 29 average)
40 MR 05d6+20 ( 37 average)
50 MR 06d6+25 ( 46 average)
60 MR 07d6+30 ( 54 average)
70 MR 08d6+35 ( 63 average)
80 MR 09d6+40 ( 71 average)
90 MR 10d6+45 ( 80 average)
100 MR 11d6+50 ( 88 average)
110 MR 12d6+55 ( 97 average)
120 MR 13d6+60 (105 average)
130 MR 14d6+65 (114 average)
140 MR 15d6+70 (122 average)
150 MR 16d6+75 (131 average)
160 MR 17d6+80 (139 average)
In this case, an MR 80 creature ought to do well-enough to challenge the party.

I hope this is useful.

-Kyrinn S. Eis