Encounter balance and CR
Feb. 5th, 2019 11:43 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
There are some fairly sensible rules of thumb for "how challenging is this monster". Things like "this amount of hit points and armour class are roughly equivalent to this amount of hit points and armour class" and "if it has good saves, treat the effective hp as this much higher". And the same for attacks, and, how to use monsters with attacks stronger than defences and vice versa, and how not to depart too far from equivalence or you get monsters that are really boring (if they odn't do much damage but take forever to kill) or really swingy (if they do lots of damage but are very fragile).
But it seems like Dungeon Master's Guide always makes a dog's breakfast of explaining these. It presents a bunch of rules as a rigid algorithm and says "you can tweak it", whereas I feel like someone who understands the rules of thumb could have provided a template beginners could use. I may try to write that up, but in practice GMs usually use a lot of intuition to tune monsters and I may not have enough experience with 5e yet.
The encounter difficulty is also confusing. The DMG has a system which works, but gets even me bogged down in layers of arithmetic I don't quite get even when I understand the purpose. One of the expansion products has a simpler system, basically a chart of "one PC at this level can handle this many goblins in a typical encounter, or this fraction of a higher level monster", so it's easy to eyeball "ok, I've got three players so six goblins is reasonable". But then, harder and easier challenges come down to "assume there are 50% more players or 50% less players".
But no-one seems to have a good guideline for how many encounters per day make a reasonable experience. Ideally that's enough that parties aren't rewarded for always blowing their biggest attacks in the only big combat of the night, but not enough to slow the game down. But it seems like most groups evolve into different status quos. And there's lacking decent guidelines around, some groups have three "deadly" encounters, some groups have less fights and don't worry about using up per day abilities as much, some groups have this many little fights.
Also, looking at how monsters are calculated. 5e still assumes that monsters fit into a framework of "hp = N x d6+con for small creatures, N x d10+con for big creatures, etc", and that all their attacks are derived from their abilities. But really... the CR is more important than any of that. Having a system to say "if a monster gets hit by a strength enhancement, what happens" is necessary for DnD to stay interestingly open-ended. But monsters never really level up, or if they do, it's not important that they do so in a consistent way, so you should just choose hp and ac that seem plausible to the creature and about the right amount of challenge, and not pretend the underlying hit dice system adds anything. That would also make designing monsters simpler.
I think 4e went too far this way, in providing guidelines-that-were-treated-like-rules about how to treat minion monsters, boss monsters, etc, and basically saying players and npcs use completely unrelated rules. But it provided a lot of good ideas for handling monsters, of which 5e keeps several, and GMs privately use others behind the scenes. Things like each type of monster having a signature mechanical ability that distinguishes them: that always existed for, say, displacer beasts, but now it applies to wolves (pack tactics) and goblins (some rogue stuff) too.
But it seems like Dungeon Master's Guide always makes a dog's breakfast of explaining these. It presents a bunch of rules as a rigid algorithm and says "you can tweak it", whereas I feel like someone who understands the rules of thumb could have provided a template beginners could use. I may try to write that up, but in practice GMs usually use a lot of intuition to tune monsters and I may not have enough experience with 5e yet.
The encounter difficulty is also confusing. The DMG has a system which works, but gets even me bogged down in layers of arithmetic I don't quite get even when I understand the purpose. One of the expansion products has a simpler system, basically a chart of "one PC at this level can handle this many goblins in a typical encounter, or this fraction of a higher level monster", so it's easy to eyeball "ok, I've got three players so six goblins is reasonable". But then, harder and easier challenges come down to "assume there are 50% more players or 50% less players".
But no-one seems to have a good guideline for how many encounters per day make a reasonable experience. Ideally that's enough that parties aren't rewarded for always blowing their biggest attacks in the only big combat of the night, but not enough to slow the game down. But it seems like most groups evolve into different status quos. And there's lacking decent guidelines around, some groups have three "deadly" encounters, some groups have less fights and don't worry about using up per day abilities as much, some groups have this many little fights.
Also, looking at how monsters are calculated. 5e still assumes that monsters fit into a framework of "hp = N x d6+con for small creatures, N x d10+con for big creatures, etc", and that all their attacks are derived from their abilities. But really... the CR is more important than any of that. Having a system to say "if a monster gets hit by a strength enhancement, what happens" is necessary for DnD to stay interestingly open-ended. But monsters never really level up, or if they do, it's not important that they do so in a consistent way, so you should just choose hp and ac that seem plausible to the creature and about the right amount of challenge, and not pretend the underlying hit dice system adds anything. That would also make designing monsters simpler.
I think 4e went too far this way, in providing guidelines-that-were-treated-like-rules about how to treat minion monsters, boss monsters, etc, and basically saying players and npcs use completely unrelated rules. But it provided a lot of good ideas for handling monsters, of which 5e keeps several, and GMs privately use others behind the scenes. Things like each type of monster having a signature mechanical ability that distinguishes them: that always existed for, say, displacer beasts, but now it applies to wolves (pack tactics) and goblins (some rogue stuff) too.
no subject
Date: 2019-02-05 12:40 pm (UTC)It might be useful to have two sets of guidelines, one for (groups close to) each end of the scale. But most GMs would still wind up needing to work out the rules of thumb to use for their particular players by trial and error.
no subject
Date: 2019-02-05 04:33 pm (UTC)no subject
Date: 2019-02-05 02:02 pm (UTC)I think this drives some of the abstraction of the CR system in 5E. In 4E if you don't design your encounters exactly right, combat quickly becomes unfun, but that's not so much the case in 5E I find, so getting the CR ratings perfect is not as important. They're a guideline, not a rule.
no subject
Date: 2019-02-05 04:36 pm (UTC)And yeah, 5e will probably work well enough without (I mean, I think 3.5e was just as much of a mess, and 4e made things more systematic only by rigidly enforcing a fairly specific level of opponents), but I feel like it would still really benefit from some easy guidelines for an *average* challenge, even if you usually want a fairly wide variance around that.
no subject
Date: 2019-02-05 05:48 pm (UTC)no subject
Date: 2019-02-06 12:29 pm (UTC)no subject
Date: 2019-02-12 12:34 am (UTC)I far prefer the paradigm in Pathfinder where monsters do indeed level up in a consistent way, even though it's more maths work than many people want to do, and am a good bit less than happy that this looks like being lost in Pathfinder 2.0.
I believe I have talked before about very much favouring giving players a wide range of encounters from much harder to much easier that they can handle in combat, as either of those are ways to convey information at a higher level of abstraction. And if one must do XP rather than levelling up at appropriate points in the campaign arc, weighting story and role-playing rewards much more heavily and combat results less so seems to be good for the style of game I favour.