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D&D 5E Separating challenge and complexity in monster design

ProgBard

First Post
In discussions about 5e monsters, there are two major areas of criticism: most monsters are bags of hit points with few interesting actions, and there aren't enough variants that scale up low-level foes to challenge higher-level parties.

These two ideas are often conflated, or at least entangled with each other, but they're distinct things, and I think it's helpful to treat them as different dials if you want to be precise about the kind of changes you want.

CR is affected by a relatively small handful of factors: AC, HP, attack bonus, DPR, and sometimes save DC. That's it. If all you want is to dial up the (calculable) challenge of a monster, those are the knobs you turn; nothing that doesn't impact those numbers will affect CR. That's one of the reasons class level and CR have such a counterintuitively wonky relationship; a 20th-level bard in studded leather, specializing in mostly buffs and enchantments, may have a lot of hit points, but she's probably not going to hit those other columns high enough to register as anything close to a CR 20 foe. It's weird, but that seems to be part of the design. But the upshot is that in practical terms, the simplest way to up the volume on the Challenge dial is to take a minion monster, give it a pile of hit dice, slap some heavy armor on it, increase its Str, and let it multiattack with a high-damage weapon.

But what a lot of folks who are interested in monster redesign talk about wanting are monsters that do more interesting things than hit you over and over again. The Monster Features table on pages 280-281 of the DMG isn't a bad place to start for this, either for selecting powers to graft onto another monster, inspiration for inventing new powers, or a baseline for porting powers from previous editions into 5e mechanics. But note how relatively few of those features directly affect CR. Unless the feature effectively means a mechanical increase on one of the aspects of CR calculation, it probably won't nudge the CR rating - even if it's a power like Charm or Etherealness that in practical terms makes a creature tougher to fight.

The independence of these two factors means that DMs who want to homebrew modified monsters should be clear about their goals: Do you want a higher-CR monster, a more complex monster, or both? Many of us are going to answer "both," but it's helpful to keep in mind that this means doing more than one kind of thing to the statblock.

The good news is that the MM seems to be full of CRs that were kind of handwaved, so the extent to which you're bound to the strict CR calculator in the DMG is more or less up to you. The bad news is that that's the only number-crunching quantifier of CR available, so if you don't want to kinda handwave the process, you don't have another yardstick to check your math. You may or may not care about this. Some folks do, and it's unfortunate that this puts them in a bind.

But at any rate, let's be precise about objectives when we discuss monster mods. Making a tougher creature is one thing. Making a creature more interesting and fun to run is another. Making one that hits both targets is yet a third, and the tools that do one thing won't necessarily do the other in tandem.
 

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CR is affected by a relatively small handful of factors: AC, HP, attack bonus, DPR, and sometimes save DC. That's it. .

That is not entirely true. There are 2 pages of features in the DMG (pgs 280 & 281) that list traits that affect CR (via effective AC, DPR, attack bonus etc.). These are often overlooked.
 

That is not entirely true. There are 2 pages of features in the DMG (pgs 280 & 281) that list traits that affect CR (via effective AC, DPR, attack bonus etc.). These are often overlooked.

I actually mentioned these in the OP, though not in that paragraph:

The Monster Features table on pages 280-281 of the DMG isn't a bad place to start for this, either for selecting powers to graft onto another monster, inspiration for inventing new powers, or a baseline for porting powers from previous editions into 5e mechanics. But note how relatively few of those features directly affect CR. Unless the feature effectively means a mechanical increase on one of the aspects of CR calculation, it probably won't nudge the CR rating - even if it's a power like Charm or Etherealness that in practical terms makes a creature tougher to fight.

So more accurate to say that it's two pages of features, some of which might affect CR. And they do so by, as you say, adjusting effective AC and DPR and so on - meaning there's nothing on there that's a sure bet for a CR bump.
 

I actually mentioned these in the OP, though not in that paragraph:

Yes - I caught that later.

So more accurate to say that it's two pages of features, some of which might affect CR. And they do so by, as you say, adjusting effective AC and DPR and so on - meaning there's nothing on there that's a sure bet for a CR bump.

Agreed, mostly. Some things like damage transfer, nimble escape, and shadow stealth are guaranteed to raise CR

Regardless, overall I get your point.
 

Flight, regeneration, damage resistances ... a lot of things can affect CR. I'd also argue that a healer or buffer enemy should have its CR calculated in such a way that includes how much it improves allies. This is hard, and will be situational, but let's say a bard npc can cast cure wounds for 4d8+4 and constantly gives allies +4 to damage and +2 to hit. Well, in a fight with 4 allies, it's adding 22 hp (enough to give someone a defensive CR boost) per casting, and could conceivably give it to three people in the fight. All of its allies get +4 damage per turn (possibly enough to bump up offensive CR) and +2 attack does increase offensive CR by one. So if it has 3 allies, it's effectively dealing 12 damage per round in buffs, and boosting its allies CR by 1.

That's entirely outside the written rules of the CR calculator, but I feel it's in the spirit.

Now, there are a lot of things you can add without officially raising CR. I like adding prone or knockback to the attacks from large creatures, for instance.


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Good post. I hope you won't mind me singling out a single remark for comment:

The bad news is that that's the only number-crunching quantifier of CR available, so if you don't want to kinda handwave the process, you don't have another yardstick to check your math. You may or may not care about this. Some folks do, and it's unfortunate that this puts them in a bind.

It's not the only kind of number-crunching CR available. You can also, for example, calculate what level a feat-less Champion would need to be in order to survive a cage match fight to the death against the monster 50% of the time or more.

You can't call that "CR" because that would confuse people, but you could call it e.g. CE "Champion-equivalent". :)

BTW, as an example of how imprecise the CR guidelines are: notice that if you drop Orcs to 12 HP and give them 1 HP/round of trollish regeneration (regain 1 HP each round unless just took fire or acid damage), they remain CR 1/2 with 15 effective HP but become a much greater threat, not only to PCs but also to fortresses and armies. This probably boosts CE from 1 to 2 or possibly even 3, although I haven't measured. (The proto-Champion's best bet is probably to grapple the trollorc and light it on fire on a puddle of flaming oil while cutting it to bits with his sword. Will probably take 2-3 rounds to kill it even with Action Surge: grapple, maybe another grapple attempt, pour + light oil, weapon attack, maybe another weapon attack.)
 
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One of my own conclusions in contemplating all this is that CR is such a deeply flawed system that it's kind of a shame so many fiddly things in 5e hang on it.

OTOH, I'm not sure what I'd replace it with, either, so that's not a very useful observation. :)

(@Hemlock, your CE calculator is a fascinating exercise, but it's not something I myself would find useful precisely because its math hinges on a specific class that it's non-intuitive to me to extrapolate from. Which suggests to me a second conclusion: That a CR or CR-like system probably has to be deeply flawed and imperfect, because it needs to be just predictive enough to give you a ballpark idea, but cannot possibly account for all the possible configurations of your specific table. Which, yanno, I'm sure no one else in the last two years has ever independently concluded before me or anything.)
 

One of my own conclusions in contemplating all this is that CR is such a deeply flawed system that it's kind of a shame so many fiddly things in 5e hang on it.

OTOH, I'm not sure what I'd replace it with, either, so that's not a very useful observation. :)

(@Hemlock, your CE calculator is a fascinating exercise, but it's not something I myself would find useful precisely because its math hinges on a specific class that it's non-intuitive to me to extrapolate from. Which suggests to me a second conclusion: That a CR or CR-like system probably has to be deeply flawed and imperfect, because it needs to be just predictive enough to give you a ballpark idea, but cannot possibly account for all the possible configurations of your specific table. Which, yanno, I'm sure no one else in the last two years has ever independently concluded before me or anything.)

If you wanted a still-flawed but less-strongly-tied-to-a-specific-class metric, you could evaluate the monster against a mixed strategy, e.g. 25% chance of Nth level Champion, 25% chance of Nth level Barbarian, 25% chance of a Swashbuckler, and 25% chance of Bladesinger. That way, monsters like Banshees and Intellect Devourers who target the Champion's weak saving throws don't look disproportionately strong.

You could call it the "Iconic pC Equivalent", or ICE for short. Note that I'm substituting Bladesinger for Wizard in the iconic party and leaving out Cleric because it's a cage match, and I'd guesstimate that both non-bladesinger wizards and clerics would underperform in a solo cage match because they are both force multipliers for meat shields; but it's pretty close to the iconic party IMO.

It's still a very flawed metric though.
 

While challenge and complexity are definitely independent factors when evaluating a monster, it may prove an inefficient use of time and energy to build a complex monster that isn't very challenging. If I'm the DM, and my monsters have twelve distinct abilities across every aspect of the action economy, then I'm going to feel like my effort in playing those monsters is not rewarded when the party just trounces over them without even noticing the unique things they can do.
 

While challenge and complexity are definitely independent factors when evaluating a monster, it may prove an inefficient use of time and energy to build a complex monster that isn't very challenging. If I'm the DM, and my monsters have twelve distinct abilities across every aspect of the action economy, then I'm going to feel like my effort in playing those monsters is not rewarded when the party just trounces over them without even noticing the unique things they can do.

Mostly agreed, with the caveat that a couple of variants can make an encounter with minion monsters a lot more interesting than, frex, Here We Are Fighting Generic Orcs One Through Nine Again. It doesn't have to be twelve distinct abilities for each action type; it can be just spicing it up with a couple of goblin alchemists in the mix.

But the party running roughshod over your cool and unique encounter is an evergreen hazard of 5e, innit. I've been running my home game for nearly two years now, and I'm just figuring out how to calibrate boss monster fights so the PCs don't curb-stomp the Big Bad in three rounds before they even use half their kewl powerz. The last time, I pretty much just said, "The heck with it, I'm bringing the necromancer back as a penanggalan just so she can cast a spell or two before they beat the snot out of her again."
 

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