Statistical Analysis of Survival in Pathfinder


Pathfinder First Edition General Discussion


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Hello fellow adventurers!

I have started running a series of simulations of combat in Pathfinder, and conducting analysis of the resulting survival rates. The first analysis is reported on my blog.

In this analysis, I ran a million simulated battles between a bare-bones fighter and an Orc, and tested the effect of the three physical ability scores on survival. My findings:

- orcs are nasty buggers: overall survival was only 25%
- strength is far and away the most important score, having a huge effect on survival probability
- constitution is almost useless, with very little effect on survival across reasonable ranges of values

I also show the distribution of hit points under a 4d6/choose-the-best-three system of ability score assignment. It's almost uniform!

I'm going to be trying more of these simulations over the next few months. My next steps are to incorporate feats and racial adjustments, then maybe also vary weapon and armour choices. I have a suspicion that over the long term constitution is the most important stat, but I will be dealing with that later. I also want to test the long-standing theory that wizards are more powerful than fighters at higher levels.

If any readers here have ideas for analyses I should try, please let me know!!! Also, your thoughts on the initial findings would be appreciated. Think of it as peer review!!


While I like statistical analysis, and you obviously know your stuff in that regard, I don't think this particular test shows much of anything.

As you said in your paper, the stat generation system used is not orthodox, meaning this isn't going to tell us much about actual characters (who will not have their scores placed in order). It doesn't tell us much about the system, as one party is built to purpose (the Orc), while the other is a random pile of numbers poured into an often ill-fitting mold. It doesn't even tell us much about ability scores, as the character is not designed to utilize them to any particular extent.

That Strength is king is no surprise, both because this is the common wisdom and because of the test parameters. The lack of Weapon Finesse and choice of weapon and armor severely reduce the value of Dexterity. I also saw no mention of Initiative or flat-footedness, which would alter the results. Additionally, Figure 4 is incorrect. A character's first hit die is maximized, meaning your numbers are totally off. This will likely change the relative value of Constitution.

I really like the idea of this, and hope you do other examinations in the future. However, going forward, I'd recommend looking at very specific propositions, with a greater attention to how things will be going in terms of actual gameplay. For example, a more specific test on the relative value (in relation to survival) of placing the 2nd and 3rd highest scores in Dexterity or Constitution could be quite enlightening.

Liberty's Edge

Interesting read! Was the Orc you used the same Orc out of the Bestiary? Did you change anything with the Orc (no feats or racial scores)? While the fighters used no feats or ability modifiers, the Orc does. The orc's AC, HP, and strength (plus the Orc ferocity ability) would show an unfair bias towards the Orc.

Perhaps you could run a test with 1,000,000 random stat fighters fighting 1,000,000 random stat fighters (all with standard gear) to see how ability scores affect the outcome.


The other thing is that tactics make a huge difference. E.g., does the player setup ambush and get a couple of rounds of arrow fire off before the Orc closes? What about allies and assistance? What about fighting defensively vs. not, or moving to gain tactical advantage on the battlefield?


Hi Mort the Cleverly Named, thanks for those points. The Orc wasn't built to purpose, it was randomly generated - I could have generated one randomly for every battle but then I'd probably need to analyze its stats too, so I figured it was simpler to standardize the orc (in any case standardization just means rolling hit points once - the rest of an Orc's stats are fixed).

The fighter stats are "poured into an often ill-fitting mold" deliberately. I wanted to see the effect of the full range of stats on the outcome of a battle. Clearly fighters don't actually have a strength of 3 but I wanted to see the relative effectiveness of the stats across their whole range. Designing PCs as they are played will stop me from doing this.

The results surprised me - I thought that dexterity would be more important. A dex of 18 vs. a dex of 3 means your AC differs by 8 (40% reduction in hit chance) and your initiative increases by 8. I would have thought that would make a huge difference even without any special feats, but it doesn't.

It's been 2 years since I played Pathfinder, and I sometimes confuse rules with D&D 3.5 (to my shame, I tend to think of them as largely interchangeable). I forgot all about the maximum hps at level 1 rule, and you're right that would make constitution have the same importance as hit points - from 20% survival at 6 hps to 50% at 14 (data not shown) - which is still a lot less important than strength. I'll update that in a subsequent post.(The main reason constitution is a weak stat in this analysis is that the random variation in hps washes it out - so this finding is valid for D&D 3.5 rather than Pathfinder).

The order of placement of scores can be examined in my current simulation (I have large numbers of different combinations of values) but in my experience those kinds of statistical models make people's eyes bleed. I'm thinking about restricted experiments and/or finding nice ways of graphing the results to make the effects clear. I'm guessing that constitution/dexterity combinations could be potent, but I have to find ways to represent the effects easily.

First, though, I want to add feats. With hps maximized at level 1, toughness would be more important than I expected. My guess is that power attack will be a thorough dud. I'm not going to test the full range of feats, of course (I only have one life), but any predictions or suggestions would be appreciated.


HangarFlying, the Orc is just a basic bad guy from the online bestiary. I didn't do anything except roll the HPs. I did some initial testing with a Goblin (same CR) and it was completely useless, I think because its attack stats are weak. I guess if I gave the fighters a falchion things might have gone better for them, the poor fools.

As I mentioned to Mort, the random fighter vs. random fighter thing makes the stats much harder to do. At this stage I'm more interested in just randomizing one side of the battlefield. It restricts the questions one can ask but at least makes the results comprehensible.

tonyz, I doubt I'll ever be incorporating much in the way of tactics. I'm not going to write a whole computer game and run a million simulations with it while I have a day job!


faustusnotes wrote:
The Orc wasn't built to purpose, it was randomly generated - I could have generated one randomly for every battle but then I'd probably need to analyze its stats too, so I figured it was simpler to standardize the orc (in any case standardization just means rolling hit points once - the rest of an Orc's stats are fixed).

I don't think I explained particularly well. When I say "Built to purpose," I mean it is designed for combat. The standard Bestiary Orc has its ability score array placed in a way that emphasizes combat, with a high Strength and at least moderate Dexterity and Constitution. That it slaughters Fighters with ability scores placed in order should be no surprise, at it has had its ability scores placed purposefully for advantage in this situation. That is why I don't think the analysis shows much about the deadliness of the system as a whole, and makes the line in your conclusion ("and in the absence of feats it appears that Pathfinder is an extremely nasty environment for solo adventuring") less supported.

faustusnotes wrote:
The results surprised me - I thought that dexterity would be more important. A dex of 18 vs. a dex of 3 means your AC differs by 8 (40% reduction in hit chance) and your initiative increases by 8. I would have thought that would make a huge difference even without any special feats, but it doesn't.

Slight error: your AC will only differ by 6 in this scenario. Chainmail Armor has a maximum dexterity bonus of +2. Or did you mean a Chain Shirt (+4 AC and +4 Max Dex)? Regardless, I'm not incredibly surprised about Dexterity. Going first doesn't matter as much as successfully hitting and the chance to take the enemy out in a single swing, which is all Strength in this scenario. With the randomized hitpoints the Orc has a even better than normal chance of taking out the Fighter in a single swing, reducing the number of times it will have to break through AC to win (and thus reducing the value of Dex/AC compared to maximized hitpoints).

faustusnotes wrote:
I'll update that in a subsequent post.(The main reason constitution is a weak stat in this analysis is that the random variation in hps washes it out - so this finding is valid for D&D 3.5 rather than Pathfinder).

It will be interesting to see the results. I'd imagine Constitution will still not be particularly important, but at least more important than it currently is.

faustusnotes wrote:
First, though, I want to add feats. With hps maximized at level 1, toughness would be more important than I expected. My guess is that power attack will be a thorough dud. I'm not going to test the full range of feats, of course (I only have one life), but any predictions or suggestions would be appreciated.

Power Attack will be interesting. I'd imagine, at this level, it would be most important to those with moderate Strength, as the bonus damage will increase the likelihood of taking out the enemy in a single swing (though using a one-handed weapon makes this more questionable). Remember, though, that it has a minimum Strength requirement of 13. I'm not sure how that can be integrated into the current system of ability scores, but from the rest of this I'm confident you'll find a mathematically acceptable way.


Though I don't think their is enough data to create a true statistical model, you could speculate. Which is always fun.


1. I'm a little curious about why you're bothering to roll up the stats at all, rather than just creating an array of fighters of all possible starting stats. Does the fact that you only have 745 Str 3 fighters limit the significance of findings? Especially since those fighters are spread over 256 values of Con & Dex? Why not just make 250 fighters of each of the possible stat arrays from 3/3/3 to 18/18/18 so as to get adequate sampling within each?

2. Your Footnote 2 does provide a good explanation of why to do it the way you did it, rather than the way I suggest in 1, supra.

3. I notice that you're not considering any racial stat bonuses here: would it make sense to expand the test range to 3-20, assuming for example that a goodly number of Human or Half-Orc fighters would apply their +2 to a physical stat?

4. As you pursue future research grants, I might suggest a panel study to do followups on the subjects of this research and their descendents. I might hypothesize that since high strength fighters are much more likely than high dexterity fighters to return from battle triumphantly, and therefore to attract the attention of the most comely of village lads or lasses, that the baby boom resulting from your study is likely to produce a high ratio of Paladins to Bards, through the inheritance of a high Str/high Cha combo as much more likely than a high Dex/high Cha combo. (This study would be complicated by the fact that RAW, as far as I'm aware, lacks any rules for heredity of ability scores.)

Liberty's Edge

faustusnotes wrote:

HangarFlying, the Orc is just a basic bad guy from the online bestiary. I didn't do anything except roll the HPs. I did some initial testing with a Goblin (same CR) and it was completely useless, I think because its attack stats are weak. I guess if I gave the fighters a falchion things might have gone better for them, the poor fools.

As I mentioned to Mort, the random fighter vs. random fighter thing makes the stats much harder to do. At this stage I'm more interested in just randomizing one side of the battlefield. It restricts the questions one can ask but at least makes the results comprehensible.

tonyz, I doubt I'll ever be incorporating much in the way of tactics. I'm not going to write a whole computer game and run a million simulations with it while I have a day job!

Goblins are weak compared to orcs, but then again goblins are built for stealth not brute force. But you do have a good point regarding making it against one opponent rather than varying opponents.

A few things to keep in mind for future tests. The PCs, being fighters, get full hp (as someone else already astutely pointed out. The Orc, as a warrior, would have hp, though I believe common practice uses average hp (don't know if it would be easier on you to use average hp or not - or if it would give a more accurate representation because that is what would be most likely encountered). Finally, orcs have "ferocity" which means they can still keep fighting (though they are staggered) until their hp falls to a negative amount equal to their constitution score. This last part might skew the numbers even farther in favor of the Orc.


This analysis is interesting, but I don't think it provides much in the area of usable information.

Nobody is going to create a fighter with a str and dex of 5 and try to fight an orc. To model the effectiveness of such a fighter is a waste of time.

To make this approach more statistically viable and get results that are more usable, you should instead randomize a 15, 20 or 25 point buy and use some reasonable boundaries for str, dex and con. Then you'll end up with some usable results.

If I am understanding your system, you have a tremendous amount of "noise" in your data in the form of fighters who would never actually exist and are not viable no matter what their str, dex or con is.

For the sake of gaining usable info, you should also randomize their armor, going from leather armor up to plate armor, so that you can pull out data where dex does or does not factor into armor selection.

How are you running this simulation? Is it in java? Are you using a spreadsheet?


Whilst I don't think randomising the stats over the entire range matters much, it seems to me that randomising hit points (for the fighter) is an error. The impact of con on the survival of a fighter with 1hp is negligible and will be dragging down the overall impact, I suspect.


I wonder what the average damage the Orc inflicts is? Whatever this value is, any fighter with HP below this value dies immediately.

This is where the CON stat is important. The average bestiary Orc is using a falchion, doing 2d4+4 damage. That is averaging 8.5 damage a hit. That is enough to kill any fighter with a lower than normal con. I would think if the fighter had enough hit points, that would allow a second swing to kill the Orc and survive the battle.

I'm eager to see what if the fighter was using the same weapon, or if the Orc wasn't using the (arguably) most powerful melee weapon.


Thanks for posting all these interesting comments while I slept. I'm madly considering refinements in light of all these points. To reply to some specific ones:

Mort, I think the analysis does show the deadliness of the system. The surprise in this combat was the ease with which Gruumsh The Bastard dispatches fighters with very high ability scores across the board. That's a nasty business.

I've been thinking some more about the max HPs at first level mistake, and I think this one simple rule will massively change the importance of the stats - I'm going to update the analysis for this as soon as I get a chance.

Murph, racial stat bonuses come later - the analysis to date enables us to predict how racial stat bonuses will affect the outcome, but that's all. I am going to calibrate the best assignment of scores, I think, then rerun the analysis to see how different races cope with Gruumsh.

Interesting point about the genetic effects. You're right it would depend on teh degree to which str is heritable compared to Cha, but I think actually Cha would me more heritable in fighters than strength - presumably a large portion of their strength score is due to training while their cha is not. This would mean that the high-strength survivors will influence genetic trends a lot. In this case, if you're dealing with scores that are assigned by a player rather than rolled randomly, the player would be treating CHA as a dump stat and creating a negative relationship between str and cha. Then, surviving fighters would negatively affect the future pool of Paladins - they'd be big and ugly.

HangarFlying: if I incorporate "ferocity" (which I thought was an optional feat?) then survival rates will plummet and the future of humanity will be in severe doubt. Maybe I should compare ferocious and meek orcs for their effect on survival?

Adamantine Dragon, the "noise" is deliberate at this stage so I can look at the range of effect of ability scores (something I don't think has been done before). In future I'll use other means to generate characters but by rolling up lots of random ones I can sort the sheep from the goats across the whole range of scores. (This also answers Murph's point 1).

Globetrotter, yes the falchion is a bastard's weapon, and Gruumsh is a bastard's bastard. I guess it'll get even nastier once I incorporate criticals. I think also this is why using the Max HP rule will reduce the importance of strength, since it won't be so important for the fighter to dispatch Gruumsh with just one hit.


I really like seeing someone doing something like this. I'm teaching myself python and I think doing similar research, though with different methods would make a good project. Would you be offended if I took inspiration from you and started my own statistical trials? Well I'm gonna do it anyways, but I won't post anything if you think I'm stealing your thunder so to speak.


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great post. However as was pointed out to me by the group I played with today-there are two things that can drastically cut the life span of your character.
1. Painting the miniature
2. typing up a back history

as soon as you do either of these, you character will die much faster


Diskordant, it's fine with me of course! But please share your data with me!

Oh, Adamantine Dragon - I am using R for the simulations (I think it reads similar to C?). I use Stata for the analysis.

Hakken, great point!

Liberty's Edge

Faustusnotes, there are no meek orcs. Ferocity is a racial trait. Humans are DOOOOOOOOOOOOOOOOOMED! Unless humans procreate at a faster rate than orcs, in which case, humans can counter with numbers).


Humans counter by building ST 18 fighters with greatswords and toughness, with con 10 you get 13 hp at level 1 meaning the orc needs to crit to kill you where as you hit around 50% of the time for 2d6+6 which is 8 points with con 12 and 6hp the orc can take 18 points before it dies meaning the human has to roll minimum damage on both attacks for the orc to live after round 2.

Strength has such a big effect on the distribution because it effects the 2 key scores accuracy and damage, (both of these need to be high to ensure the orc doesnt have enough time to kill you), the orcs minimum damage means that humans dont really have alot of time to play around with missing etc.


while statistical analysis is always interesting, I doubt those results are relevant when in real play. On the other hand I don't know how one would conduct a valid test, it's probably even more awefully conditioned than the stock market.

Liberty's Edge

Well, the guy admitted that these tests were being run using flat stats, no racial adjustments, nor including any feats. And while he admits to a procedural error regarding first HD full hp, I don't think his hypothesis is invalid. I think it's interesting to note that STR more than DEX or CON is a determining factor for survivability.


HangarFlying wrote:
...I think it's interesting to note that STR more than DEX or CON is a determining factor for survivability.

Until you get hit by an Disintegrate or singing for the great Bogawuus pleasure is the only way to prevent death in the stake pits of Muzmuz ;-)

Silver Crusade

Morty
might I suggest "the power gamers 3.5 Warrior Strategy guide" by goodman games.
They break down the two weapon fighter Two handed weapon fighter, and sword and shield fighters statistically. They also break down lots of other stuff as well. with your interest in statistics, you might find this book interesting.
Elyas


HangarFlying wrote:
Faustusnotes, there are no meek orcs. Ferocity is a racial trait. Humans are DOOOOOOOOOOOOOOOOOMED! Unless humans procreate at a faster rate than orcs, in which case, humans can counter with numbers).

Orcs are by far the absolute meanest brute enemies at low levels. Primarily due to their built in diehard, but the +4 strength racial makes them very dangerous as well. I've had CR 1/4 naked berserker orcs (that is, 1st level orc warriors who wear no clothing and fight with sticks and stones) who are terrifying.

However, even against equal numbers, they can be taken down by humans and other core races. A big part of it is equipment and preparation, and sometimes a good matchup. Focus firing can bring an orc apart easily enough. Using terrain can make it difficult for an orc to close. Fire-bombing is brutally effective at low levels (4 PCs vs 3 orcs = throw 4 alchemist fire on orc #1, he dies, repeat for orc #2 and #3, they die, loot the bodies for 260 gp worth of gear each, pays for the alchemist fires with loot left over).

Then there's just good old fashioned running. Pop some caltrops and take off. Consider hit and run tactics. Goblins are physically weaker than PC classes but excel at hit and run tactics. PCs can do the same versus enemies who are stronger than themselves. There's also the fact once an orc has been staggered, they are incredibly easy to kite.


Hi everyone, in response to comments I've revised the analysis to incorporate the maximum HP rule. It doesn't make any difference to the relative importance of strength, but makes constitution and dexterity essentially indistinguishable and raises overall survival probability to 38%. Fighting Gruumsh the Bastard remains a nasty proposition even when your hit points are maximized (and he isn't using ferocity!) but things are looking a little better than before. Overall conclusions are unchanged, however.

The details are here

Liberty's Edge

Awesome! Through all that info, are you able to pull the survival rates of fighters with relatively high scores in both STR and DEX versus high STR/low DEX or low STR/high DEX? It would be interesting to see those comparisons.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

My play experience has been that having good combat stats will *decrease* a characters life expectancy.

The reason for that is that the better your combat stats, the more likely you are to actually engage in combat. Actually engaging in combat will decrease your character's life expectancy by more than having good stats will increase it.

The most survivable character is the one with either the Charisma to defuse the combat, or the Dexterity to successfully avoid being hit while they run away.

Once you assume that the combat will take place, you've already wiped out the most important variable.


This looks really cool, and I gotta take a bettwer look, but have 2cp to throw at this...

Question, how are you determining AC? How would the value of dex shift in the case of a tank? If a character has a longsword/bastard-sword and shield, can the character's ac be brought up to the point where a higher dex makes a bigger difference? Or taking into account finesse, can a high dex granting ac and boosting accuracy make up for strength? What effect does a boost to con have on a character like that? Lower damage, but has the high AC to avoid more hits and the HP to take an extra hit. Does that grant decent survivability?


Could you provide the str, dex, and con statistics for your orc?
Better yet, the hit points, defense, offense, and damage assumptions?

Assuming you are using the common orc template, the orc does an average damage of +4 points damage (+1 for falchion vs. +3 for 2-handed str bonus) versus an equivalent human (i.e. str 17 (orc) vs. str 13 (human). More importantly, with a minimum damage of 6 and an average damage of 10, there are very few fighters that the orc cannot kill with a single blow landed. The human fighter, on the other hand, does a minimum of 2 and an average of 5.5, and is far more likely to need to land 2 blows to kill the orc.

See if you can plot the number of blows landed for the human and orc in the fights they win and also in the fights they lose. I’ll bet the majority of the fights that the human wins are the ones where they are never hit.


I ment 1st level human fighters.


HangarFlying, I can do that but I'm trying to think of the best way to present it - might need to investigate colour maps or something. Stay tuned!

pH unbalanced, I think what you're talking about there is self-selection bias. If it's any consolation to you, none of these fighters chose to go to war - I press-ganged them and paid the survivors in rum. But yeah, results in practical scenarios may differ if the fighters are being played by sensible people.

waiph, every one of these poor bastards is being given a heavy wooden shield, chain shirt (the AC4/dex+4 thingy), a longsword and a (fake, completely ineffectual) blessing from their local village priest. Some may have had a threadbare cloak, or maybe a small token of value from their loved ones, but nothing of any protective value.

I haven't taken account of a) critical hits or b) feats so it is possible that a fighter with high dex, weapon finesse, improved crit and a rapier could be more dangerous than the current levy (I think this is a very interesting question actually). I'll get to it ...

My2Cents, Gruumsh the Bastard stepped straight out of the open game license rules. At last night's routine medical check I confirmed he had 7 hps. Actually going by the distribution of HPs, Gruumsh can only kill about a third of the fighters with an (average) single blow. But he does love his work, does Gruumsh, so he often puts in an above-average effort, and then most of his foes fall before him.

I haven't yet implemented round-by-round hit tracking, but I am going to get to that later - probably some time after I have perfected the simulation of power attacks. Representing meaningfully it will be a challenge though!


Okay first round of data in! I used an average 1/2 CR creature based off of the monster creation guidelines.

Weaklings:
HP: 10
AC: 11
Attack: +1
Damage: 1d6 + 1(technically .5 average more damage than a CR 1/2)
Init: +1(I just made this up figuring the 11 AC was because of Dex)

My heroes were all lvl 1 human fighters with Skill Focus(Perception), Quick Draw and Iron Will, as all the other warriors in town failed the fear save for the horde of Weaklings coming their way.

Hero stats before mods:
HP: 10
AC: 16(The town equipped everyone with chain shirts and heavy wooden shields)
Attack: +1
Damage: 1d8(They also got long swords)
Init: +0

So what did I learn? Well nothing much. Strength dominates, while Constitution is nearly useless. The only new tidbit is that Strength has diminishing returns eventually, where Dex seemed to remain rather constant. I assume once average damage killed the weakling in less hits(from >5 hits at Str 3, to <2 at 18) was when strength started tapering off.

All the numbers:
Format: Str/Dex/Con - Duels won out of 100k - win%
3/3/3 - 698 - 0.7%
10/10/10 - 76755 - 76.75%
18/18/18 - 99972 - 99.97%

18/3/3 - 70012 - 70.01%
3/18/3 - 43029 - 43.02%
3/3/18 - 4399 - 4.4%

18/10/10 - 96443 - 96.44%
10/18/10 - 96783 - 96.78%
10/10/18 - 89160 - 89.16%

My code is missing critical hits(which I think will slightly favor Dex), and ties on init went to the hero, not the one with a higher Dex. I intend to run the same battery of tests against orcs, goblins, kobolds, and riding dogs. Then the plan is to create a survivabilty to point buy ratio so that one can optimize their builds based off how many points they wish to spend in physical stats. Lastly I'll work on creating fighting styles by having my heroes make use of actual useful feats for this, as well as different weapon options.

If I'm still motivated after all that, which is unlikely, I will start looking at what these things look like at higher levels with multiple attacks and buckets of hps.


That's really cute, Diskordant. Your weaklings are truly terrifying, and your heroes made very good choice of feats!

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