Encounter balance and CR
Feb. 5th, 2019 11:43 amThere 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.
( Read more... )
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.
( Read more... )