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When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?
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<blockquote data-quote="Barolo" data-source="post: 7033360" data-attributes="member: 61932"><p>Mine too. I even played a little with some simple duel scenarios, using melee fighters and paladins one-on-one against some brute monsters, and the results were really balanced. I deliberately chose melee as the preferred tactic on both opponents so to make the experience more straightforward, and to try not to favor any sides.</p><p></p><p></p><p></p><p>And IIRC the DMG already suggests a hero has the CR equal to their level, without any of the normal CR calculations, right?</p><p></p><p></p><p></p><p>By the same lines, wouldn't it be wise to conclude that, by design, a fight between a group of four heroes and one monster of the same CR as the average level of the heroes will always be heavily one-sided in favor of the heroes? I claim here by design to mean "in order not to contradict the 'level = CR' part of the DMG".</p><p></p><p>As a follow-up, when there are observations that solo fights don't work because they unavoidably result in heroes dominating, wouldn't it be more of a poor selection of the challenge level of the solo monster?</p><p></p><p>My previous observation that solos should be selected from monsters with legendary and lair actions and legendary abilities (or that such abilities might be added to another monster so to make it a suitable solo) was not aimed at correcting the challenge level of the creature, but to make it produce an interesting experience. A monster without such actions fighting alone against numbers of heroes must have, besides the already expected huge pool of HP to give it enough turns to act, a very overwhelming offence, as it will have so few opportunities to use it, resulting in very swingy battles. On the other hand, if the creature is given out-of-turn actions, each individual action doesn't need to be so overwhelming anymore. Now the solo may pose a threat by gradually launching its offence, while giving the heroes some room between their own actions to address the challenge and react to it.</p></blockquote><p></p>
[QUOTE="Barolo, post: 7033360, member: 61932"] Mine too. I even played a little with some simple duel scenarios, using melee fighters and paladins one-on-one against some brute monsters, and the results were really balanced. I deliberately chose melee as the preferred tactic on both opponents so to make the experience more straightforward, and to try not to favor any sides. And IIRC the DMG already suggests a hero has the CR equal to their level, without any of the normal CR calculations, right? By the same lines, wouldn't it be wise to conclude that, by design, a fight between a group of four heroes and one monster of the same CR as the average level of the heroes will always be heavily one-sided in favor of the heroes? I claim here by design to mean "in order not to contradict the 'level = CR' part of the DMG". As a follow-up, when there are observations that solo fights don't work because they unavoidably result in heroes dominating, wouldn't it be more of a poor selection of the challenge level of the solo monster? My previous observation that solos should be selected from monsters with legendary and lair actions and legendary abilities (or that such abilities might be added to another monster so to make it a suitable solo) was not aimed at correcting the challenge level of the creature, but to make it produce an interesting experience. A monster without such actions fighting alone against numbers of heroes must have, besides the already expected huge pool of HP to give it enough turns to act, a very overwhelming offence, as it will have so few opportunities to use it, resulting in very swingy battles. On the other hand, if the creature is given out-of-turn actions, each individual action doesn't need to be so overwhelming anymore. Now the solo may pose a threat by gradually launching its offence, while giving the heroes some room between their own actions to address the challenge and react to it. [/QUOTE]
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When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?
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