D&D 5E Monster Manual and Players Hand Book Power Levels

Also remember - I'm posting this in a thread where people were curious about how the difficulty level would be in the (by 2014) new edition.

No, it was never as simple as Scott the OP feared. He just looked at monster stats and saw low numbers.

And it's not that 5th edition can't offer challenging high-CR foes. The demi-lich was mentioned earlier.

The problem is instead how very untrustworthy Challenge Ratings are, both in general and particularly at high levels.

As well as the very timid guidelines somebody over at WotC must have handed over to all official adventure module writers.
 

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Howdy-

Ok maybe I might be missing something here but looking over the MM monsters, they seem awfully weak compared to what they have to face vs the classes of the PHB. For example, in ver 3.5 the gibbering Mouther had an AC of 19, in 5E its AC is now 9. An Ancient Blue Dragon in 3.5 has an AC of 38, in 5E is AC 22. Are we as DM's supposed jack up the monsters abilities and everything else as we see fit?

Honestly, I'm not a killer DM but I would also like to present to my players a challenging campaign, not one where all they need is a 2 or better to hit an ancient red dragon.


Scott
Hello Scott - this is 2016 calling.

No, the low numbers you see are deliberate, and aren't a cause of concern by themselves.

Any correctly created high-level monster will work just fine even if the fighter has more than a 50% chance to hit it, provided it has enough hit points to survive long enough on the battlefield to do its thing, provided it can withstand an appropriate number of save or suck spells, and generally is capable of actually reaching the heroes.

My evaluation of hit points:
Generally fine. Sure, some foes will be very weak, but others are oddly strong. The problem lies mainly in the non-acknowledgement of solo fights. A solo needs to at the very least double the listed hp total.

For instance, you can't have a demon lord with 300 paltry hit points and expect it to last more than a couple of rounds tops. Hard-hitting parties routinely and reliably do 100+ damage, every round.

So, if the monster is accompanied by henchmen and minions, everything is fine. If it is presented solo, nothing is fine.

My evaluation of save or suck:
5E is unfortunately extremely swingy. At low levels, a spellcaster will have a hard time making anything stick. But at high levels, DCs that creep above 17 start to become truly fearsome. This is in itself not a bad thing. But it does mean that a spell such as Hold Person which is bordeline useless at the level you get it (3rd), becomes incredibly useful and cheap ten levels later or so.

The real problem is that official modules throw saves well above DC 20 at you. And that's just not fun.

Since you don't even autosucceed on rolling a 20, you will have cases where heroes simply can't succeed. Demon lords and the like can throw saves of up to DC 25 at you. If you're not built for that particular save (and there are six of them!), you might sport a -1 bonus, or perhaps a +2. That is not fun. It is not heroic. I call it a failure of design.

But it gets worse. 5E's solution to have legendary foes stay around longer is to essentially have them cheat. It's called "legendary resistance" and it means DMs are empowered to basically say three times "the monster made the save" even after rolling a failure.

This illusion might work as long as the players aren't made aware of the rule. But then it just becomes a dull thing. Spending your nice juicy high-level killing spell isn't fun when you know the monster can basically cheat. And the solution - to first fire off a couple of cheap spells in the hopes the DM will use up all his cheats, feels incredibly gamey and meta.

It's no better for the DM, who is asked to judge "okay so my monster saved this debuff spell; should I use up one of my precious legendary saves now to have the monster still present a challenge, or should I save it for the save-or-die spells that are sure to follow?". The problem is: if I save it, I'm basically hosing my player whose high level spell will be automatically whiffed.

The real problem is: save or suck spells are STILL binary, on or off. There REALLY needs to be a system where (at least legendary monsters) can be partially affected.

For instance, if the spell effect is fear, there could be an universal system that says that legendary opponents are only shaken, then frightened, and only then panicked.

(Using 3E conditions here to make my example) My point is: all save or die spells should have a three step ladder for legendary foes, so that they can be allowed to fail a couple of saves without simply negating the efforts of the wizard player and yet without bringing the combat and the excitement to a full stop.

PS. I should explain this is what I meant by "an appropriate number of save or suck spells". For a rank and file thug or soldier or demon, being completely disabled by a single failed save is quite okay. For perhaps 95% of all monsters, an appropriate number is thus 1. It's the exceptional monsters, the "named foes", that need something more.

My evaluation of reaching the heroes, or the "bag of tricks"
Any high-level party played by decently experienced players will have many many ways to mess with the monsters.

At low level it is often enough to simply run towards the heroes. There are little they can do that completely stops the monster from reaching them, and then being allowed to be fearsome for a bit, before it dies.

As the heroes level up, their toolbox grows to impressive proportions.

In previous editions, perhaps the first "screw you" utensil was flight. Once the party could all fly (one way or the other) a large chunk of melee-only monsters were brutally neutered. So at higher levels, you would need to pick monsters than can fly themselves. Leading to the fantasy game truning into some kind of superhero game where everybody that counts zip around in the air.

This particular devolution of the genre has been well and truly shuttered by 5th edition. Only one out of a thousand little changes that makes 5E my favorite edition by far.

But - what you love, you criticise. Let's move on.

There are still problematic monsters that essentially "run towards the party, hoping they'll let it within reach" even at high level.

And by itself that's not a problem.

The problem starts when the monster isn't described as a stupid expendable grunt, but some kind of smart strategist or leader of troops. And still have nothing else to do but run towards the party, hoping they'll let it within reach.

A Roper: our party's Warlock have 120" darkvision and Repelling Blasts. He simply concluded "I kill the roper, it can never reach me." Anticlimactic, but okay - a Roper's game depends on being able to ambush the party. Pity the rules for Passive Perception make that highly unlikely.

The Marilith demon: sure it has sharp blades. But it has no abilities commensurate with its description.

Juibilex, the Demon Lord: a sad sack of goop. If you run it by the book, expect the party to easily kite it, never taking a single point of damage. (Unless a party member fails the fear save and runs mindlessly straight at it)

In short: high-level MM monsters seem designed for the neophyte DM; the kind that would be overwhelmed by having a tool box to react to player tactics.

This is a huge letdown for those of us that are experienced DMs. It basically nails the coffin shut that 5E isn't really up to the task of challenging those of us that have survived AD&D, d20 and 4E.

TL;DR: Fifth Edition desperately needs an Expert add-on, adding back enough crunch to challenge the players and give the DM the tools needed to do just that.
 

You know, I can't actually remember playing a prewritten module in any edition above 10th level. Have they ever been that challenging or designed for encounter balance? We have played several high level campaigns but by that point its all been DM written stuff which can be as challenging as required.

I have played night below in ADnD up to level 14 or so. There was no single fair fight. We really were overpowered, fighting enemies way over our head ad won. I have DMed 2/3 of the book in 3.0/3.5 and above lvl 10 it got very easy so they took out the last city in 2 days. Good planning and dimension door made everything a cakewalk. Shortly after they killed the shadow dragon easily, because our cleric happened to cast death ward beforehand.
Actually it started being a cakewalk some levels before. I think when the mage became level 9.
I am still looking forward to high level play in 5e and strongly assume that it plays out not too bad in our group.
 

Re-reading the thread from here in fall 2016.

I gotta say, the numbers argument against the "5E doesn't feel epic" complaint - "numbers are not important" "numbers should be invisible" etc is one huge strawman, and you are several posters that are guilty of this.

Of course a +2 or a +5 or a +87200 isn't significant in itself. That's not at all what the complainers are talking about.

They are (quite obviously) talking about the relative difference between a greenhorn and a veteran hero. Those +2s and +5s do take on a meaning when compared against each other. A +20 to hit might mean nothing, but if compared to a commoner's +1, it is (given the span of a single d20) truly epic, while a +10 to hit would feel much less so.

No "numbers should be invisible" argument can change this.

I disagree. The various +’s only really matter if that’s all you’re looking at, once you factor in the HP, multiple attacks, increased damage, and other similar factors, I think it’s very clear what the difference is between a veteran and green character.

It’s really a question of how much progress is enough, since an average PC probably starts with around +5 to hit, and grows to +11 before feats/spells/items/class features and what else have you. That’s obviously over double the difference in to-hit at minimum, so I guess I’d have to ask what is your desired difference? Because the argument that there aren’t enough differences between a level 1 character and a level 20 character seems disingenuous, outside of your nebulous definition of how a 20:1 ratio is more satisfying than a 10:1 ratio.
 

Hello Scott - this is 2016 calling.

My evaluation of hit points:
Generally fine. Sure, some foes will be very weak, but others are oddly strong. The problem lies mainly in the non-acknowledgement of solo fights. A solo needs to at the very least double the listed hp total.

For instance, you can't have a demon lord with 300 paltry hit points and expect it to last more than a couple of rounds tops. Hard-hitting parties routinely and reliably do 100+ damage, every round.

So, if the monster is accompanied by henchmen and minions, everything is fine. If it is presented solo, nothing is fine.

HP total is an issue, but more of one when the party is around the same level as the creature they’re facing. An enemy with a CR of 4-5+ of the party can last a while unless the group is exceptionally optimized, but then runs into the risk of breath weapons and such being overwhelming.

I think the real issue (and this is going to be a recurring theme over this response) is that it’s more a question of action economy than anything else, since even a level 20 fighter with 20 CON can have a maximum of 300 hp. If the demon lord has enough actions to put out similar damage to the party (since not everyone is going to have the fighter’s HP pool) then the fight might still be quick, but a lot closer. I think adding a huge number of HP to the demon lord is just going to make the fight a slog, rather than make it a challenge.


My evaluation of save or suck:
5E is unfortunately extremely swingy. At low levels, a spellcaster will have a hard time making anything stick. But at high levels, DCs that creep above 17 start to become truly fearsome. This is in itself not a bad thing. But it does mean that a spell such as Hold Person which is bordeline useless at the level you get it (3rd), becomes incredibly useful and cheap ten levels later or so.

The real problem is that official modules throw saves well above DC 20 at you. And that's just not fun.

Since you don't even autosucceed on rolling a 20, you will have cases where heroes simply can't succeed. Demon lords and the like can throw saves of up to DC 25 at you. If you're not built for that particular save (and there are six of them!), you might sport a -1 bonus, or perhaps a +2. That is not fun. It is not heroic. I call it a failure of design.

I would sort of agree, but I’m assuming this is a ham-fisted way of addressing your HP complaint; if the demon lord slings out hard crowd-control that’s nigh irresistible, then the PCs have to spend time and resources to recover and even the playing field while the demon does demon stuff. I don’t like it either, but it basically plays into my assumption that the ultimate goal is action parity, just working from the opposite end of the spectrum by reducing player actions rather than increasing its own.

But it gets worse. 5E's solution to have legendary foes stay around longer is to essentially have them cheat. It's called "legendary resistance" and it means DMs are empowered to basically say three times "the monster made the save" even after rolling a failure.

There is no non-cheating option on the table for solos, period. Either you massively inflate their HP, give them additional turns/actions/off-turn effects, or make them cheese CC effects. Given how 5th edition behaves, I truly believe you will never make an effective solo monster without one or more of these things.

This illusion might work as long as the players aren't made aware of the rule. But then it just becomes a dull thing. Spending your nice juicy high-level killing spell isn't fun when you know the monster can basically cheat. And the solution - to first fire off a couple of cheap spells in the hopes the DM will use up all his cheats, feels incredibly gamey and meta.

It's no better for the DM, who is asked to judge "okay so my monster saved this debuff spell; should I use up one of my precious legendary saves now to have the monster still present a challenge, or should I save it for the save-or-die spells that are sure to follow?". The problem is: if I save it, I'm basically hosing my player whose high level spell will be automatically whiffed.

The real problem is: save or suck spells are STILL binary, on or off. There REALLY needs to be a system where (at least legendary monsters) can be partially affected.

For instance, if the spell effect is fear, there could be an universal system that says that legendary opponents are only shaken, then frightened, and only then panicked.

(Using 3E conditions here to make my example) My point is: all save or die spells should have a three step ladder for legendary foes, so that they can be allowed to fail a couple of saves without simply negating the efforts of the wizard player and yet without bringing the combat and the excitement to a full stop.

This won’t change much, it’ll just shift the player meta to either a) going for pure damage and nothing else, since spells aren’t worth the investment, or b) speccing the group into being really spellcaster heavy, so they can apply all three levels in one turn and then go back to the old playstyle.

My evaluation of reaching the heroes, or the "bag of tricks"
Any high-level party played by decently experienced players will have many many ways to mess with the monsters… QUOTE]

I don’t disagree with this analysis, and from what I’ve read most people acknowledge that the MM is pretty bland, with way too many monsters simply having a basic attack, or at best a few spells tacked on. I hope we get better offerings in the future, but until this comes it’s just going to fall on GMs to design encounters and homebrew around it, because there’s no quick fix for it.
 

(Remember, I'm not talking about your superb campaign. I'm only talking about official published first-party content here. Things like Out of the Abyss)

If the published adventures are too easy for your group, the GM could add more monsters?

I ran Curse of the Crimson Throne in Pathfinder ending at 14th level and the minmaxed PCs totally devastated the opposition after 8th level, there was no way to challenge them even though they were a couple levels below recommended level. My higher level 5e group are 14th-16th level currently and the game seems far better balanced. Powerful monster encounters generally work well. A fight with 12 vrock demons
did drag simply because they had so many hp to wade through; I had them retreat after 3 were killed and the battle was turning against them. As in 4e the best fights tend to have multiple monsters (but
not too many tough monsters, qv vrocks); 1 monster per 1-2 PCs tends to be ideal.

As far as I can see, high level 5e works much better than high level 3e/PF. The PCs probably do become tougher compared to monsters of similar CR, but it's not excessive and simply adding some more monsters can handle it, whereas in PF caster PCs can easily shut down fights. Arguably high level 5e is not as well balanced as high level 4e, certainly 4e works well IME through Paragon tier. But I still had to tweak published 4e adventures.
 

When you have a module where encounters read as if they would challenge a 6th level party, but the party is in reality level 12, something is seriously wrong.

If the 12th level party aren't suffering any attrition from the encounter then maybe something is wrong. 5e brings back the 1e-2e trivial encounter that in 3e or 4e would need to be handwaved, because they should still consume resources and because they should play reasonably fast. But not every encounter should be trivial.

Have you played through some of the high level stuff in the 5e published campaigns? Did you find in play they were consistently too easy for your group?
 

I don’t like it either, but it basically plays into my assumption that the ultimate goal is action parity, just working from the opposite end of the spectrum by reducing player actions rather than increasing its own.
Just want to add something I might have missed saying:

I definitely don't want to remove the idea that demon lords and dragon gods should be able to output some seriously hard saves.

But I definitely feel that any reasonable build should still succeed, say, on rolling 19-20, on those saves.

Sure, if you have a 8 (or even lower, for those of you rolling stats) it's acceptable that this impacts that chance of success, so that from the baseline minimum of a 10% chance, having an 8 (-1 modifier) you have only a 5% chance, and having an 6 (-2 modifier) you can't succeed.

Something about the basic fundamental design is off when
1) a regular character can easily have three abilities with scores around 10. That is, such a character is not a freak, not an exception, but clearly a regular character with scores the designers must have anticipated.
2) that character will have essentially no chance whatsoever of making those three out of six saves, from an epic (CR 21+) monster, regardless of level.

I would have accepted that a mid-level character would have this experience.

I would have accepted that a high-level character had one such weakness out of six abilities.

I do not accept as good game design that an epic monster can essentially throw out effects at random, and there is a full 50% risk of the player being asked to make a save he cannot succeed at, even if his character is an epic level twenty badass himself.
 

There is no non-cheating option on the table for solos, period. Either you massively inflate their HP, give them additional turns/actions/off-turn effects, or make them cheese CC effects. Given how 5th edition behaves, I truly believe you will never make an effective solo monster without one or more of these things.
We seem to be in agreement, then.

As I said: the question isn't whether 5E supports this. It doesn't.

The question is: should 5E support this? My answer is a resounding YES
 

We seem to be in agreement, then.

As I said: the question isn't whether 5E supports this. It doesn't.

The question is: should 5E support this? My answer is a resounding YES

Maybe we're misunderstanding each other, I'm saying that the framework of 5e makes it such that it is downright impossible for anyone, Wizards included, to make effective solos without using those methods. So the answer of "should or should this not be supported by 5th ed" is a moot one, because even if you believe it should be, it never will. The rules simply don't allow for it.

If I misunderstood you and you are instead asking for all of the above to be put into print to make more effective solos then I apologize for the confusion, but given your animosity to the 'cheated' saves of legendary resistance I figured this was not the case.
 

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