how do you balance enemy stats?
the table is pretty simple, just add 8 to hp and 1 to both the random and bonus damage each level
Well, it's trickier to calculate with non percentile based tables, but it all comes down to a "master variable" which everything else is relative to. My master variable is usually HP, so once I know the value of it at "Level X" I can work out how much damage attacks deal at that level and so on. Here's my current mockup of the Moon Fable STP for example:
At level 1 the player starts with 100 HP (because 100 is the easiest number to work with), so assuming an enemy of the same level also has 100 HP I can work out how much average damage the player deals by dividing the value of HP times the amount of attacks on average I want the player to land before the enemy is defeated. In the case of a level 1 enemy, I want it to take 3 attacks on average to defeat it, so I divide 100 by 3 (roughly) and get 33 which I mark up to 35 to gradually increase the length of battles as the game progresses.
Next I decide how much HP the player gains per level. I want HP to increase by a fifth of the base value (again roughly, it's actually 0.5.2) so I divide 100 by 5 and get 20 which I once again mark up to 22 to assist the battle length progression rate.
Finally, if I want the player to be able to take on an average of 5 enemies of equal level before depleting their HP, I simply give the player 5 times as many HP as an enemy of equal level. Or, you could divide the enemies' average  damage by 5.
And that's how I do it. How do you do it?