| SmiloDan RPG Superstar 2012 Top 32 |
Hi!
I am DMing a
Human rogue (swashbuckler, pistol and dagger)
Human cleric1 /sorcerer 2 (homebrew shadowmage)
Tiefling warlock (clockwork patron)
Halfling cleric (tempest, rapier and shield)
Wood Elf monk (4 elements)
Eladrin fighter 1/wizard 2 (homebrew brontomancer)
One player mentioned hiring a couple fighters to join the crew of their newly acquired airship (they're level 3).
6 vs. 1 is proving to be challenging when it comes to dealing with the action economy disparity. They took out a level 6 wizard in round (even though the wizard got a surprise round, but lost initiative).
I'm concerned about balancing encounters. 8 vs. 1 action economy is horrible. Also, using higher CR critters in 5th Edition can lead to lots of one-shot kills of PCs, which I want to avoid. I know several lower CR critters is the way to go, but what's the best way to do it?
One CR appropriate with a bunch of minions? A couple CR appropriates? A bunch of lower CRs? I know mixing up types of encounters is ideal.
I want to challenge my PCs without killing them. Using CR +1 or +2 can be really swingy.
Any guidance?
| Steve Geddes |
I can't pretend any real authority, but my impression so far is that more monsters than PCs (most of a low CR) is harder than if the party outnumbers the monsters (even if the CRs are boosted). So for tough fights against such a large party, I think I'd use one significant threat and many minions rather than a few CR-appropriate enemies. It means they're incentivised to take out the big boss, but they're probably going to do that anyway and it's good to have at least one "heavy hitter" in any significant battle, in my opinion.
I'd definitely ditch the DMG guidelines for encounter design, I think the experience budgets they provide are terrible.
| Steve Geddes |
I just ran my group through a haunted house-style "dungeon" to get the party from 1st to 3rd. At 1st level, making encounter XP add up to 1.5 what a party of 4 could handle worked out OK, but this deteriorated at levels 2 and 3. It got really swingy and inconsistent.
I found they really underestimated PC power at higher levels. My first campaign I ran using the experience point budgets from the DMG and anything other than "deadly" was hardly worth playing out (and those didn't deserve their moniker). This was for 2 PC party and a 4PC party - I can only imagine it gets worse for six or eight.
Like you, i found the guidelines okay at low levels, but overall I've just moved to DM judgement when I'm building encounters myself.
| Threeshades |
How about legendary actions for your solo enemies?
Here are a few ideas i've had to make guidelines for quick application of legendary actions to existing statblocks:
-
First off, the creature gets 3 uses of Legendary Resistance and 3 Legendary actions per round, as is typical for Legendary foes.
As for specific Legendary Action options, consider what your Villain/Monster can do, and choose 3 out of these that fit your NPC's/monster's abilities.
- Cantrip. If the creature has spellcasting, it casts a cantrip.
- Minor Attack. If the creature has a multiattack, it makes a single attack out of those (if one of those attacks is significantly stronger than others, use one of the less powerful attacks) or another single attack available to it which is roughly equal in power. If it does not have multiattack with 3 or more attacks, it instead makes a single unarmed strike. The unarmed strike uses its proficiency bonus to attack and STR or DEX modifier, depending on which is higher, to attack and damage. If the creature is large, it deals 1d4 damage, if it is huge 2d4 damage and if it is gargantuan 4d4 damage.
- Major Attack (costs 2 actions). The creature makes a single attack listed in its actions which it cannot make as part of a multiattack.
- Special Action (costs 2 actions). The creature uses a special action available to it which it cannot use as part of other actions or as a bonus action with other actions.
- Move. The creature moves up to its speed (or up to half its flying speed) without provoking Opportunity Attacks.
- Detect.The creature makes a Wisdom (Perception) check.
- Maneuver. If the creature is proficient with Strength (Athletics), it makes a Shove or Grapple attack.
- Parting Blow (Costs 2 Actions). The creature makes a single melee attack (as per Minor Attack) and moves up to its speed without provoking opportunity attacks from the target of the attack.
- Wing Attack (Costs 2 Actions). If the creature is huge or larger and uses wings to fly, it beats its wings. Each creature within 10 feet must succeed on a Dexterity saving throw (DC 8 + creature's proficiency bonus + creature's Strength modifier) or take 2d6 + STR bludgeoning damage and be knocked prone. The creature can then fly up to half its flying speed.
-
For example a legendary Cyclops could gain the following
Legendary Resistance (3/Day). If the cyclops fails a saving throw, it can choose to succeed instead.
LEGENDARY ACTIONS
The cyclops can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cyclops regains spent legendary actions at the start of its turn.
- Move. The cyclops moves up to its speed without provoking Opportunity Attacks.
- Unarmed strike. The cyclops makes an unarmed strike: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage.
- Rock (Costs 2 Actions). The cyclops throws a rock.
| SmiloDan RPG Superstar 2012 Top 32 |
I want Legendary encounters to be special. Maybe once per session (we usually play for 6 hours once a month or so).
But maybe even the mini-bosses should be Legendary, especially against 6 PCs. Something to balance the action economy.
The 6th level wizard I put against the PCs was an enchantment specialist, so he had 3 different Reactions:
1. 6th level Enchantment ability (re-direct attack)
2. Shield
3. Counterspell
He used Counterspell against the 2nd of 6 PCs. He used Lucky in round 1 to undo a PC crit--with Guiding Bolt!
Maybe the big NPCs should get more Reactions? And definitely more hit points. I tried building him like a PC (which I now know is a Huge Mistake). Just now I realized I was putting 6 HD against 18 HD, and d6s at that!
| SmiloDan RPG Superstar 2012 Top 32 |
No existential threat per se. They just cleared out an abandoned mansion in the city, so they're working on cleaning it up. They also discovered an airship, so they're trying to get funds to fix it up so they can use it to use a treasure map they found.
It's a steampunk ex-colonial city on a Bronze Age/Stone Age post-apocalyptic continent of jungles and glaciers, the apocalypse dealing with Cthulu-like elder things from beyond the depths of the seas.
| Threeshades |
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Of course legendary encounters should have a special place, but most solo monster encounters are more or less boss fights, so adding some legendary actions to them is a good idea against a large party.
It doesn't have to be a creature of legendary repute either, you can just see it as a mechanical adjustment to your party size.
Lorathorn
|
If things are getting especially lovecraftian, I would play up the investigation bits, make combat not focus on needing a tank at all (make the threats less about dealing HP damage, if you can), and maybe obviate the need for minions, or make their actions be supportive, as in Out of the Abyss. Also consider running encounters with mobs, as suggested by the DMG. I forget if you have that book or not.
I find that one of the greatest departures in 5e from 4e is that the roles are less important. You can have a group without a caster or healing or tank or whatever. Heck, with 6 players, it seems like they may just need to either kill things quickly, and/or try to revive any downed party members, or heck, play smarter. I presume as well that they will have tank tricks as they progress, like being able to summon creatures or have access to things like crowd control spells that will minimize the need for tanks.
Failing all of that, see if anyone might benefit from a magic item that allows them to act as a tank. Even just giving someone an item that confers damage resistance to weapon attacks instantly gives them twice the HP and makes them more sturdy without necessarily making them unkillable, and does not fiddle any further with action economy. Alternately, you could instead have a magic item that gives a chunk of temporary HP at the start of every battle.
The monk and fighter/wizard are good candidates.
| SmiloDan RPG Superstar 2012 Top 32 |
The party does have a custom magic item that can cast Heroism--at 6th level if needed. But it also has other uses: Divine Favor and/or Magic Weapon.
I don't think they need a tank, but some party members do.
I never played 4th. I have the DMG, PH, MM, Volo, and Tome of Beasts. So I have lots of different monsters to use, and I'm not afraid to put homebrew monsters against the PCs.
| SmiloDan RPG Superstar 2012 Top 32 |
If they last 1 round!!! :-P
The wizard I ran was "designed" to escape: A bunch of mobility-enhancing and battlefield control spells, some defensive magic, and only magic missile and some cantrips for offensive magic, besides stuff like sleep and crown of madness and charm person.
I opened up with a salvo of magic missiles: one for each PC, just to scare them. Oops.
Lorathorn
|
I think that 5e is not really balanced for solo monsters. At least not RAW.
Really, a solo monster needs max HP, more action economy built in, and maybe some ablative defenses. I've been toying with some comprehensive rules that are solo but not legendary creature level.
But do also consider environmental effects, like having the terrain or environment work against the players too, like fighting an aboleth in deep water, etc.
| Threeshades |
My DMing experience so far is limited, but at least against 4 players single monsters can work well. I recently started my campaign and first session had a battle against a single minotaur and later single otyugh. In both cases the party (arcane trickster, devotion paladin, barbarian/moon druid, shadow monk; all level 3) was fully rested. Aside from the otyugh whiffing a lot of attack rolls (i believe in 3 multiattack actions it hit once with a single tentacle) both encounters felt fairly balanced. Each lasted a few rounds and ended up with the party coming out on top. The minotaur actually managed to drop a player to 0 (the paladin no less, with the highest HP and AC in the party)
I can see how this falls apart at larger numbers of characters in the party, and I don't know how much characters increase in power level compared to monsters, but i've heard that higher CR monsters are generally overrated when compared to the power of a supposedly level appropriate party.
Considering that the monster CRs are, according to the books, supposed to mark the level of a four-character-party which would have a neither particularly dangerous, nor completely trivial encounter against that monster, and the encounter building rules do include the changes to an encounter's difficulty created by the improved action economy of multiple creatures, I do believe the game was inteded to be balanced for solo monsters. On top of that, both monsters and PCs tend to much more quickly increase in hit points than in damage output. The intention seems clear to me, only the outcome does not match.
| SmiloDan RPG Superstar 2012 Top 32 |
I think it can be pretty swingy. I think there is a monster in Volo that has 2 attacks, one is 4d10+, and it's only CR 5.
I think some monsters are pretty obviously meant to be encountered in groups (particularly the ones with Pack Tactics!), but some are meant to be solo monsters (particularly the ones with Legendary Actions!).
Can Legendary Actions go after an ally's turn? Just thought of that now.
The only other extensive 5th Edition campaign I've been in was a conversion of RotRL, and we stopped at level 13/14. We took out Karzaug while 13th level. I think the PF equivalent is 16 or so? But there were 6 of us...
| Threeshades |
You know, I wouldn't use pc classes as encunters anyway. Especially not mages. They don't have the hit points to last mre than a round. Build them as npcs and give them whichever class's spellcasting they should have. You can also add the appropriate class features.
A lot of monsters have much more hit points than damage output per round, and for good reason. If they are meant to stand up to a group of pcs and make for a fight that lasts more than one round, that is what is necessary. PCs have a much more solid damage potential compared to their own number of HP. An otyugh for example has 114 hp and deals an average of 26 damage (or 32 if it is grappling two creatures), assuming every attack is a hit. IT also stuns, reducing the enemies' damage output. So it would need 4 rounds to kill another otyugh, probably more because it is also going to miss a couple of swings. A pc, an arcane spellcaster in particular, is generally on the side of high damage and low hp, so a battle cannot last very long. So you need to divorce its spellcasting from its hit dice in order to make an engaging combat encounter out of it.
One of two reasons why i don't use PC classes for enemy npcs in my 5e games.
| Threeshades |
by hd you mean 6 levels worth of spellcasting? You need to keep in mind that their spellslots stack into a single pool so even if both only learn 3rd level spells they should be able to cast them at 6th level, and that should factor into their damage per round, as well as AC and hit points if they have defense or control spells.
| hiiamtom |
Late to the party, but I use mundane lair and legendary actions all the time. Not all of them must be some crazy magical shenanigans.
One example is giving a hag coven their coven spells as a 1/round legendary action instead of needing to use them on their turn, a more complete example is when I beefed up the tyrannical leader of the town guard with some strange features (like a red scaly monster arm). The fight moved frequently around the town.
Regional effects:
- People in the region become cagey around foreigners, and conversations around locals pause when new faces show up.
- Within 1000ft of the town walls non-human races are given a wide birth and children are shooed away.
- Within sight of the town walls, and within the walls, non-human races used to the area have hods drawn tight and obscure their features.
- Guards greet everyone with stiff and rehearsed greetings and fake smiles, when asked for information they give lengthy speeches about how wonderful the town is and the great features for visitors.
Lair Actions (inside the town walls):
- The captain bellows in a mighty rage, creatures within 30 feet must make a wisdom saving throw (DC 13) or be frightened for one round.
- A militia member is revealed as a commoner attacks with a club or dagger. The commoner acts on initiative 20. Commoners in the game had the Tavern Brawler feat.
- (1/location). The captain uses an aspect of the city to his advantage such as ordering a smithy to pour oil into the street or hunters to release their mastiffs.
- (1/location). An unseen guard charges in from their cover and makes a spear attack. The guard acts on initiative 20.
Legendary Actions: The captain can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn (the maneuver option can be used as a reaction). The captain regains spent legendary actions at the start of their turn.
- Move. The captain moves up to their speed without provoking opportunity attacks.
- Hurl Flame. The captain makes one hurl flame attack. It worked like acid spalsh but with fire.
- Maneuver. The captain performs one Battlemaster maneuver, as if it was readied or used as a reaction. Maneuvers have DC 15 and the superiority die for any effect is a d6. He did not have battlemaster maneuvers normally, these were flavored like dirty tricks and mostly focused on goading, rally, and moving guards around if they were near.
| hiiamtom |
I have one more suggestion that developed from a similar idea I had a while ago. I'm not sure I like the mechanic, but I know people that swear by it.
http://theangrygm.com/return-of-the-son-of-the-dd-boss-fight-now-in-5e/
Now, I hate the angry GM but if you can briefly tolerate his terrible prose and approach to a blog there are some simple mechanics to make encounters versus a single monster more of a challenge.