Rules question - NPC class level -1


Rules Questions


Apologies if this has already been asked, but I couldn't see it. I'm a new DM about to run their 2nd game and there's something about CR I'm confused by.

Why do NPCs with class levels often get such high CRs, despite only being a single character? For example in the NPC Codex a level 3 cleric is listed as CR 2, a level 9 fighter is CR 8 etc. They seem to follow a rule of having a CR of -1 their class level, but wouldn't a group of four Level 2 characters make quick work of a single Level 3 villain as they'd outnumber him?

I'm was hoping to throw in a rival Level 2/3 Cleric into an encounter vs my Level 1 party on Sunday, but can't figure out how much it'd overwhelm my party.


The CR rules are a bit weird. A single level 2 cleric should be a quick, easy fight for a party of four level 1 characters. It's a CR appropriate fight. To make it a little tougher, let the cleric plan and buff a little but still, yeah, they should steamroll that fight.

I'm a bigger fan of adding mooks - let the cleric have two or three CR 1/4 or CR 1/6 creatures with it. That way the cleric can buff them from the back while they fight.


CR is only a very rough estimate of what the party can face. Generally speaking, 1 BBEG is no match for a party because of the action economy (4 times the amount of actions for the party vs the BBEG). The only exception is when the BBEG so clearly outmatches the party that they can't harm him or he can kill 1 character per turn with damage output.


A fight CR= APL should use like 25% of their daily resources.
A CR+3 is an epic fight that should use probably most their daily resources.
A CR+4 is a "Balanced" fight because you're finally throwing an enemy that is equal to the party. example, 4 lv4 is apl4. 4 lv4 is CR+4. So the party should have about a 50% chance of losing an APL+4 fight.

Now the problem with CR is each creature is different. A lv3 cleric is CR2, so only +1 over the party. But if the cleric channels negative energy that's 2d6 to the entire party. Get a good roll of 11 or 12 and you've killed half the party.


Yeah, low levels are also really wonky because hp is low enough that 1 lucky roll can kill a PC or the enemy.

A raging power attacking barbarian with a greatsword can deal 6 str * 1.5 (for two-handing) + 3 power attack two handed + 2d6. That's an average of 19 damage. A minimum of 14, and a maximum of 24. The level 1 barbarian can kill most everything at level 1 in a single successful hit.

Low level combat is swingy.


Mizoguchi wrote:
They seem to follow a rule of having a CR of -1 their class level, but wouldn't a group of four Level 2 characters make quick work of a single Level 3 villain as they'd outnumber him?

Remember that this is a game that the PCs are expected to win. A "level-appropriate" CR means just that.

Compare a third level barbarian to, say, a small Animated Object (which is also CR 2). The object has 21 hit points, AC 16, and has a +3 slam attack for 1d3 points of damage. The only thing that makes the object remotely challenging are the construct immunities, but it's also mindless and moves at only 20', so the party should "make quick work of it."

A CR 2 leprechaun is basically the other way around. With AC 14 and 18 hit points of damage, it's not much of a physical threat at all, but its spell resistance and spell like abilities can make it challenging against an unprepared party. But a single good hit from your cavalier and it crumples.

As Chess Pwn put it, you're not supposed to be in real danger from a CR=APL fight, but it costs you resources that you can't use against a boss. My general rule:

Against CR < APL, you shouldn't need more than cantrips and swords
Against CR = APL, you shouldn't need more than a single low-level spell
Against CR = APL+1, you shouldn't need more than a single high level spell or powerful daily ability
Against CR = APL+2, you shouldn't get anyone killed, but you may need consumable magic items to prevent that
Against CR = APL+3, you shouldn't get a TPK if you have time to prepare
Against CR = APL+4, you should be able to achieve a fighting retreat
Against CR = APL+5 or more, you shouldn't be there


Thanks for the quick replies everyone - that's been really helpful!


A CR appropriate encounter is not a hard encounter.

A CR2 encounter consisting of 1 enemy for a party consisting of four level 1 characters shouldn't be too hard for them, at all.

My best advice to this given situation is that you should test your players. Use the same cleric stats twice. First one will be fought when he's alone. They'll probably not find it too hard to kill.
Next time, add in some more enemies with lower CR (as suggested by MeanMutton). There is a big chance that you'll see a big difference, even if the other enemies are far weaker.
However, if they do have problems with the solo level 3 Cleric at first, consider waiting with the other encounter for a while.


This has been stated, but since you're new to gamemastering I'm going to state it again:

The first few levels, and especially level 1, is very swingy. Your party's wizard is going to have 7 or 8 HP and something like AC 11. A lvl 1 commoner with a short bow could kill (or at least incapacitate) her with a single hit!

At the first level, find enemies that deal low amount of damage with each strike. If they have decent defences, all the better, since then you'll actually get a few rounds of combat. A vegepygmy might be a good idea. Okey, if you get a full round attack those two claws can still kill that hp 7 wizard, but that's much more unlikely. And the DR 5/slashing or bludgeoning might mean it survives a first strike, despite only hp 5.

And action economy is everything! A big boss type enemy only gets one standard action, one attack, in the same time that your party gets four. A single enemy will quickly be overwhelmed. Players rarely skimp on the big stuff, they'll open with everything they've got if they feel threatened. If your boss gets low initiative, it might very well be dead before it gets to act - even if its CR was higher than average party level.

It's much better two use several, weaker monsters. No single monsters attack will kill a PC and you'll bound to get in at least one or two attacks. A challenging fight (which, mind you, not all fights have to be) should probably have as many enemies as party members, or one or two more. That way, the fight starts with the action economy favouring the monsters, then swings to the party's side as enemies go down. Now, that's hard at level 1, but start doing it at level 2.


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Chess Pwn wrote:
A fight CR= APL should use like 25% of their daily resources.

....but is usually a walk in the park.


to answer that specific comment:

Mizoguchi wrote:
They seem to follow a rule of having a CR of -1 their class level,...

CRB p.398

Adding NPCs: Creatures whose Hit Dice are solely a
factor of their class levels and not a feature of their race,
such as all of the PC races detailed in Chapter 2, are
factored into combats a little differently than normal
monsters or monsters with class levels. A creature that
possesses class levels, but does not have any racial Hit
Dice, is factored in as a creature with a CR equal to its class
levels –1. A creature that only possesses non-player class
levels (such as a warrior or adept—see page 448) is factored
in as a creature with a CR equal to its class levels –2.
If this
reduction would reduce a creature’s CR to below 1, its CR
drops one step on the following progression for each step
below 1 this reduction would make: 1/2, 1/3, 1/4, 1/6, 1/8.

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