Simulacrum & CR


3.5/d20/OGL


Regarding the simulacrum spell, how do people assess CR? From reading the spell description, it says that the simulacrum has half the HD of the original. Therefore, one could conclude that the CR would be -1 CR per four aberration HD, -1 CR per 3 magical beast HD, or -1 CR per outsider HD, for example (based on the reverse of adding extra HD for advancement).


I am confused, you want to give a spell a CR? Sure the spell creates something that can attack etc but it is still a spell.

I think I see where you are going...
It calls into being something that has 50% HD of some other thing up to caster HD. SO I would say that if you want to assign CR to the something a CR of 50% of its usual CR. Most monsters etc have abilities that are tied to their HD so all of that stuff is reduced.
I would go with a 50% reduction in CR for the 50% reduction in HD, BAB, skills, feats.

However, I would not award any XP for said encounter with simulacrum. Why? Because it is a part of the spellcaster and should be treated as such. The mage has to pump in a large amount of gp, XP and time to create the simulacrum. Defeating the mage earns the XP not defeating the simulacrum.

igi


ignimbrite78 wrote:

I am confused, you want to give a spell a CR? Sure the spell creates something that can attack etc but it is still a spell.

I think I see where you are going...
It calls into being something that has 50% HD of some other thing up to caster HD. SO I would say that if you want to assign CR to the something a CR of 50% of its usual CR. Most monsters etc have abilities that are tied to their HD so all of that stuff is reduced.
I would go with a 50% reduction in CR for the 50% reduction in HD, BAB, skills, feats.

However, I would not award any XP for said encounter with simulacrum. Why? Because it is a part of the spellcaster and should be treated as such. The mage has to pump in a large amount of gp, XP and time to create the simulacrum. Defeating the mage earns the XP not defeating the simulacrum.

igi

Sorry if I confused you or anyone else. I meant, how do other DMs assess the CR of a simulacrum (a copy of a creature)? The wizard isn't necessarily going to create a copy of himself. He might create a copy of a adult red dragon, for instance. Also, the simulacrum might not be encountered with the wizard, but elsewhere.

A 50% reduction in CR wouldn't quite be right. For example, the simulacrum of a great red wyrm (40-HD, CR 26) would have 20-HD if a simulacrum copy was made. It would still have DR 20/magic, a breath weapon which deals 24d10 damage, and 19th level-sorcerer abilities. Using half the original CR would make it CR 13, which would be overpowering.
Returning to my original post, subtracting 10 from the CR (-1 per 2 dragon HD, because it's minus 20 HD) would make it CR 16. Does that make my original post more clear?

Dark Archive Bella Sara Charter Superscriber

I'm going to punt by pointing you to the adventure "Headless." This is a really lousy punt because I don't remember what issue of Dungeon it was in, but it involved a caster w/multiple simulacrums running around and a simulacrum dragon. Maybe there's someone out there w/a handy copy that can tell you more...

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Sebastian wrote:


I'm going to punt by pointing you to the adventure "Headless." This is a really lousy punt because I don't remember what issue of Dungeon it was in, but it involved a caster w/multiple simulacrums running around and a simulacrum dragon. Maybe there's someone out there w/a handy copy that can tell you more...

"Headless" was in Dungeon #89.

In writing that adventure, I ended up just manually assigning CRs to the simulacrum monsters; you can't really just apply a blanket –4 CR to all simulacrum, really.


ericthecleric wrote:


A 50% reduction in CR wouldn't quite be right. For example, the simulacrum of a great red wyrm (40-HD, CR 26) would have 20-HD if a simulacrum copy was made. It would still have DR 20/magic, a breath weapon which deals 24d10 damage, and 19th level-sorcerer abilities. Using half the original CR would make it CR 13, which would be overpowering.
Returning to my original post, subtracting 10 from the CR (-1 per 2 dragon HD, because it's minus 20 HD) would make it CR 16. Does that make my original post more clear?

What you suggest may sound reasonable but I beg to differ with some of your stats for the dragon.

The spell stipulates that all stats associated with HD are reduced. This includes such things as breath weapons and DR (although IMO there is no difference b/n 5/magic and 200/magic if you have a +1 weapon - which people running up against a 20th level wizard should have).
So my take on the spell is that the wizard creates an adult red dragon (20HD) but it looks like a great wyrm.

I still argue that assigning a CR is meaningless unless you are handing out XP and that you should not me handing out XP for defeating a spell.
Take my extreme analogies: there is a 20th level, invisible, flying sorc who pelts the party at max range with fireballs and then runs away. Do you award XP for the encounter? I wouldn't, they did not really come to grips with the sorc.
Likewise I don't award XP for PCs who kill summoned monsters or PCs who kill summoned planar allies or bound planar creatures. Because this is part of the mages spells and he pays for their services with XP +/- gp.

igi


Hmmm! Sounds like a question for the sage. I tried to convert Headless from 3 to 3.5 and got completely wrapped around the axle trying to figure out how to re-stat the simulacra in it.

It's been a while and I don't remember the details, but one of the things that got me was how to deal with the disparity between the simulacrum dragon's size (looks exactly like the original) and its stats (do you just use the stats for a normal dragon of the appropriate hit dice--i.e. looks like a great wyrm, maneuvers, fights, and casts like an adult? Or do you take the adult stats and then advance them based on the creature's much larger size (e.g. higher strength, lower dexterity, lower maneuverability, natural weapon sizes and damage ranges increase, etc.) using the formulae in the MM?

I ran into similar problems with the four simulacra the villainess created of herself--she had ranks in a prestige class. Do you take away the prestige class levels first? Do you halve her levels in each class, thereby making it so that the simulacrum has levels in a PrC that it wouldn't be eligible for based on its other class levels?

I really think the procedures for statting up a simulacrum need to be more specifically addressed in the spell description, they way they are for polymorph.

Dark Archive Bella Sara Charter Superscriber

ignimbrite78 wrote:


I still argue that assigning a CR is meaningless unless you are handing out XP and that you should not me handing out XP for defeating a spell.
Take my extreme analogies: there is a 20th level, invisible, flying sorc who pelts the party at max range with fireballs and then runs away. Do you award XP for the encounter? I wouldn't, they did not really come to grips with the sorc.
Likewise I don't award XP for PCs who kill summoned monsters or PCs who kill summoned planar allies or bound planar creatures. Because this is part of the mages spells and he pays for their services with XP +/- gp.

igi

Although I generally agree, I don't think there is a bright line rule that you can draw. You could just as easily stretch that analogy the other direction. Do you award xp for a glyph of warding? How about a trap that triggers a fireball as a one time effect? Isn't that just a spell effect? What about a wand or other magical equipment that bumps up a creature's CR? There are a lot of instances of mere spell effects that grant xp, it really depends on the context of the encounter. What if you whupped the sorcerer's butt in your example but he escaped. You encounter (and beat) him later, fully recharged and ready to fight. Do you get xp for the first fight? How about the second fight?


Sebastian wrote:


Although I generally agree, I don't think there is a bright line rule that you can draw. You could just as easily stretch that analogy the other direction. Do you award xp for a glyph of warding? How about a trap that triggers a fireball as a one time effect? Isn't that just a spell effect? What about a wand or other magical equipment that bumps up a creature's CR? There are a lot of instances of mere spell effects that grant xp, it really depends on the context of the encounter. What if you whupped the sorcerer's butt in your example but he escaped. You encounter (and beat) him later, fully recharged and ready to fight. Do you get xp for the first fight? How about the second fight?

Mmmm I conceed the point - it can be hard to adjudicate. Personally I do not award XP for glyphs if the caster is around, I don't award extra XP for magic traps if the caster is around but I do award XP for overcoming the trap (rather than the spell).

And as for that pesky sorc, what I usually do (if I plan on the sorc coming back) is award 50% XP for the first encounter and then when they overcome the sorc I award the rest of the XP.
And stuff that buffs monsters? Well I usually only buff a monster with stuff that could be considered part of its equipment (i.e. treasure) and IMO that does not raise the CR sufficiently to warrent extra XP.
Anyway I agree that it is a grey area and perhaps my initial stance was a little too rigid.

Oh here is something else to consider, using the existing example of a 20th level caster creating a 20HD dragon from a 40HD dragon. The 20HD dragon is CR 14(ish); the mage creating such a simulacrum is a CR 20. If the encounters are balanced, i.e. the PCs are capable of taking on the CR 20 mage, then the 20HD dragon does not really present a significant challenge (750 XP) so why even bother worrying about its CR?

Again I am probably taking an extreme stance, but there you have it.
igi


Since simalucra are effectively permanent creations until destroyed a wizard could create several simalucra to face the PCs weeks or months before he faces them in combat himself. In these circumstances not giving out XP for an encounter against a simalucrum is just mean. Simalucra are good because they are completely loyal to the spellcaster who created them, can act idependently (to a point) and are a great way of throwing powerful monsters at a less powerful party (such as 7 HD frost giants at a 7th-level party). It also means that the PCs can fight the wizard or sorcerer more than once (the wizard's simalucrum and then the wizard himself).


As for adjudicating CRs for simalucrums, I'd follow James's advice. Figuring out CRs is really a hit and miss thing, and even great designers like James have to wing it when assigning such things. Indeed, if you ever read Book of Challenges you will see that reducing CRs is harder than increasing CRs (or that's what the designers say anyhow).


First of all, I haven’t had time since Thursday to reply to the other posts, so for the people who posted helpful replies, thank you.

Sebastian, thanks for reminding me about “Headless”- James, you’ve written a LOT of really cool adventures. (For the old-timers, there’s a great adventure with simulacra, “Threshold of Evil”, in Dungeon 10.) Bear in mind though that Headless was written for v3.0, when the mechanics of the spell were slightly different. There are three simulacrum types in that adventure:
* A derro with 14 class levels- CR 15 normally, minus 7 class levels = CR 8.
* A frost giant (CR 9, 14 HD) with ranger6 (CR +6, +6 HD); total CR = 15. Using my guidelines above, half giant HD (-7 HD, equals -1.75 CR), half ranger HD (-3 levels, = -3 CR), rounding to the nearest whole number, would mean a CR modifier of -5 = CR 10. This is the CR of the giant simulacra in “Headless”.
* An old white dragon (CR 15; 24 HD). Using my guidelines above, half dragon HD (-12 HD, equals -6 CR) would mean a CR modifier of -6 = CR 9. However, the CR of the dragon simulacra in “Headless” is CR 12, which is fair because dragons are ALWAYS tougher than their actual CRs- and so should the simulacra.
James, I’m using these examples not to criticize your excellent adventure, but to illustrate the point that in the case of some simulacra, it’s hard to judge what constitutes a reasonable CR.

To answer Peruhain of Brithondy’s questions, a simulacra of a great red wyrm has the stats of a great red wyrm, with all the benefits thereof, minus 20 HD (for purposes of hp, Base Attack Bonus, and base saves). The simulacras of the old white dragon in “Headless” is an illustration of this. A great red wyrm simulacra is NOT an adult red dragon that looks like a great red wyrm. You still have to work out the number of skill ranks of the original dragon though (so that they can be halved); remember that a dragon’s Intelligence rises over age categories, which can be a real hassle. Actually, working out the skill ranks for a wizard in particular is even more of a hassle, because you have to estimate at which point they’d have improved their Intelligence (via level gains, headbands of intellect +2, +4 , +6 and so on); doing skills is even worse if the wizard multi-classed and took (multiple) prestige classes.

I cannot emphasize enough how good the simulacrum spell is. The potential is enormous. This is because of three main reasons- and they’re pretty big ones:
* A simulacra does not need any sort of upkeep, really (except when they need healing); they do not need to eat, breathe, or sleep. They don’t need to be paid or have any demands satisfied.
* A simulacra is totally under the control of the spellcaster, while still retaining their Intelligence.
* The caster can even create a simulacra of anything that has a corporeal body (a requirement so that body parts can be incorporated in the simulacra). Even corporeal undead can be made into simulacra! The only creatures that cannot have simulacra made of them are incorporeal creatures or creatures that have never lived.

If a wizard creates a mini-army of 12 great red wyrm simulacras with which to terrorize the land, they have all the advantages listed above, ie. total control, and no need for maintenance. No 20th-level wizard could recruit and retain 12 adult red dragons. The only problem the wizard might have is where to conceal them (plus roving bands of adventurers).

Aside from CR calculation, it should also be answered whether a simulacra is an intelligent construct (without using the construct BAB, base saves, HD type). It seems that someone should write an article officially updating the simulacrum spell description (not merely for Sage Advice), so would the good Paizo staff please consider this?

The Exchange

*nods* Well-put Eric, though I wanted to clarify if this was for 3.0 or 3.5 usage?

I only ask because headbands of intellect no longer grant additional skill points to the wearers in 3.5, simplifying calculations a great deal.


Magagumo wrote:

*nods* Well-put Eric, though I wanted to clarify if this was for 3.0 or 3.5 usage?

I only ask because headbands of intellect no longer grant additional skill points to the wearers in 3.5, simplifying calculations a great deal.

Oops, forgot that. Thanks for the reminder. I guess it depends which version is being run.

Also, if an article is written, please also indicate, for simulacra with levels, how you choose which levels go if its complicated, like if the original creature had multiple classes and/or prestige classes.

Contributor

I haven't gone over to the thread to look, but this topic should really by dropped into the article request thread for Dragon magazine. And I agree. I would really like to see a detailed article providing not only the formula for creating accurate simalacra, but perhaps several examples of creative uses of the spell.


ericthecleric wrote:


To answer Peruhain of Brithondy’s questions, a simulacra of a great red wyrm has the stats of a great red wyrm, with all the benefits thereof, minus 20 HD (for purposes of hp, Base Attack Bonus, and base saves). The simulacras of the old white dragon in “Headless?is an illustration of this. A great red wyrm simulacra is NOT an adult red dragon that looks like a great red wyrm. You still have to work out the number of skill ranks of the original dragon though (so that they can be halved); remember that a dragon’s Intelligence rises over age categories, which can be a real hassle.

Thanks. Does this mean the damage and DC for the breath weapon stays the same? How about the AC? Spellcasting abilities? These were the things that screwed me up when I was trying to retool the adventure to 3.5 (and a 14th level party--trying to use it as a follow-on to the recent Istivin arc).

P.S. I just thought of another adventure using simulacra--a short adventure in the back of Frostburn.

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