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SMART AGGRO SYSTEM
Dynamic Detect Radius · Party Level Scaling
HOW IT WORKS
Base RadiusWhatever the enemy's assigned detect range is (default 50 ft · zone or per-enemy overrides apply)
Monster Eff. LevelCR ¼, ½, or 1 → Level 1  ·  CR 2 → Level 2  ·  CR N → Level N
Hero Level UsedAverage level of all living heroes (rounded)
Tier DifferencetierDiff = ceil( heroLevel ÷ 5 ) − ( monsterEffLevel + 4 )
Reduction TriggerReduction only starts when tierDiff ≥ 0
Final Radiusmax( 0 ft, baseRadius × ( 1 − (tierDiff + 1) ÷ 5 ) )
Step Size−20% of base per tier  ·  always 5 tiers from trigger to 0 ft  ·  proportional regardless of base
SAMPLE TABLE — AGGRO RADIUS (50 ft base)
Hero Lvl tierDiff Goblin
Eff Lv 1
Bugbear
Eff Lv 1
Ogre
Eff Lv 2
Black Spider
Eff Lv 4
Yng Green Dragon
Eff Lv 8
5−450 ft50 ft50 ft50 ft50 ft
10−350 ft50 ft50 ft50 ft50 ft
15−250 ft50 ft50 ft50 ft50 ft
20−150 ft50 ft50 ft50 ft50 ft
25040 ft40 ft50 ft50 ft50 ft
30130 ft30 ft40 ft50 ft50 ft
35220 ft20 ft30 ft50 ft50 ft
40310 ft10 ft20 ft40 ft50 ft
4540 ft0 ft10 ft30 ft50 ft
5050 ft0 ft0 ft20 ft50 ft
5560 ft0 ft0 ft10 ft50 ft
6070 ft0 ft0 ft0 ft40 ft
6580 ft0 ft0 ft0 ft30 ft
PLAYER EXPLANATION
As your heroes grow in power, weaker enemies sense the danger gap and become more cautious — their alert zone shrinks. A goblin that normally spots you from 50 feet will barely notice you at 10 feet by level 40, and ignores you entirely by level 45. The same reduction applies proportionally to any enemy regardless of their base radius — a dungeon guard with a 30 ft patrol zone shrinks at the same rate (−20% of base per tier). Only the most powerful monsters stay fully vigilant deep into your journey: the Young Green Dragon remains on high alert past level 55, because creatures like that never truly feel threatened. At 0 ft, the monster will not aggro unless attacked directly.
SMART XP SYSTEM
Dynamic XP Scaling · 100-Level Game
FORMULAS
Monster Effective LevelCR ¼, ½, or 1 → Level 1  ·  CR 2 → Level 2  ·  CR N → Level N
Hero Thresholdceil( Hero Level ÷ 5 )
Hard CutoffIf Monster Level ≤ (Hero Level ÷ 10) − 2 → 0% XP
XP Multipliermax( 0.5,  1.0 − 0.08 × (Threshold − Monster Level) )
SAMPLE TABLE — XP MULTIPLIERS
Hero Lvl Threshold Goblin
MEL 1
Bugbear
MEL 1
Ogre
MEL 2
Black Spider
MEL 4
Yng Green Dragon
MEL 8
51100%100%108%124%156%
10292%92%100%116%148%
15384%84%92%108%140%
20476%76%84%100%132%
25568%68%76%92%124%
306✗ 0%✗ 0%68%84%116%
408✗ 0%✗ 0%✗ 0%68%100%
5010✗ 0%✗ 0%✗ 0%52%84%
HOW IT WORKS
As your heroes grow in power, weak enemies become beneath you and stop giving meaningful XP. Your Threshold (your level ÷ 5, rounded up) marks the monster difficulty where you earn full XP. Beat monsters above your threshold and earn a bonus — the game rewards courage. Beat monsters well below it and XP fades, eventually hitting zero once they're trivially beneath your level. The floor is always 50% — no enemy is completely worthless as long as they still count.
SMART HIT % SYSTEM
D&D Hit Chances Converted to Percentages · Level Scaling
THE FORMULA
Base Hit %((Attacker Bonus + 20 − Defender AC) ÷ 20) × 100
Level Adjustment( ( (Attacker Tier) − Defender Tier ) × 3
Attacker TierHeroes: (level ÷ 5) + 1  ·  Enemies: CR rounded up (CR <1 = tier 1)
Defender TierHeroes: character level  ·  Enemies: CR rounded up (CR <1 = tier 1)
Final Hit %Base % + Level Adjustment  ·  clamped 15 – 85%
ResolutionRoll 1d100 — need to roll high · need ≥ (100 − Hit%) to hit · 96–100 always crits
AdvantageRoll 2d100 · keep the higher die
DisadvantageRoll 2d100 · keep the lower die
SAMPLE MATCHUPS
Scenario Atk + vs AC Base % Lvl Adj Hit % Need ≥
Lv 1 Barbarian (+5) vs Goblin CR¼ (AC 14) +514 55% +1% 56% 44
Lv 5 Barbarian (+8) vs Goblin CR¼ (AC 14) +814 70% +3% 73% 27
Lv 1 Goblin (+4) vs Lv 1 Wizard (AC 13) +413 55% +1% 56% 44
Lv 1 Goblin (+4) vs Lv 20 Barbarian (AC 19) +419 25% −56% 15% ⌊ 85
HOW D&D HIT CHANCES BECOME PERCENTAGES
In standard D&D 5e you roll a d20, add your attack bonus, and compare to the target's AC. A +5 attack vs AC 15 means you need to roll 10 or higher — that's 11 winning faces out of 20, or 55%. The Smart Hit % formula captures this exactly: (AtkBonus + 20 − AC) ÷ 20 × 100. The "20" in the formula is the d20; the numerator counts how many faces on that die would hit. Every +1 attack bonus gained or −1 AC on the target shifts your hit chance by exactly 5% — the same as flipping one extra face on a d20. Instead of rolling a d20, the game rolls a d100 and resolves it as a percentage directly, giving smoother results.
HOW LEVEL DIFFERENCES FACTOR IN
The base formula alone treats a Level 1 hero and a Level 50 hero identically — only attack bonus and AC matter. The level adjustment closes that gap. Every 5 character levels a hero gains equals one power tier — so level 1 is tier 1.2, level 5 is tier 2, level 10 is tier 3, and so on. Enemies have a fixed tier equal to their CR rounded up, with a minimum of 1 — so a goblin (CR ¼) is tier 1, an ogre (CR 2) is tier 2, a troll (CR 5) is tier 5. For each tier you outclass your target you gain +3% to hit; for each tier they outclass you, you lose 3%. A Level 5 Barbarian (tier 2) fighting a goblin (tier 1) outclasses it by 1 tier — +3% to hit. A Level 20 Barbarian (tier 5) gets a +12% bonus against that same goblin; a goblin attacking a Level 20 Barbarian is crushed to the 15% floor. The clamp ensures no one is completely helpless (15%) and no one is infallible (85%) — even the most one-sided fights have meaningful dice.
XP TABLE
Final XP Table · 100-Level System
Player Level XP to Reach XP This Level Classic D&D
2200200
3450250
4750300
51,100350~D&D Lv 2
61,500400
71,950450
82,450500
93,000550
103,600600~D&D Lv 3
114,300700
125,100800
136,000900
147,0001,000
158,2001,200~D&D Lv 4
169,5001,300
1711,0001,500
1812,7001,700
1914,6001,900
2016,7002,100~D&D Lv 5
2528,000~2,260 / level~D&D Lv 6
3045,000~3,400 / level~D&D Lv 7
4085,000~4,000 / level~D&D Lv 9
50140,000~5,500 / level~D&D Lv 11
60210,000~7,000 / level~D&D Lv 13
75320,000~7,300 / level~D&D Lv 16
100500,000~12,000 / level
AUDIO MIXER
100%
35%
80%
55%
ZONES
DUNGEON
CUTSCENES
INITIATIVE
Round 1
COMBAT LOG
!
ENTERING
SPELL INDEX
Spell Compendium
BESTIARY
Enemy Compendium
MOVE
move
A Action
BA Bonus
R Reaction
0 Level 1 300
SPELLS
1
Slots
Prepared