D&D 5E Fixing Challenge Rating

Lupin

Explorer
I think most of the things that people took offense to with 4e came down to not having a coat of paint on them. Like if an ability said "your blows are so forceful, they can batter down the strongest defense", maybe nobody would have batted an eye at half damage on a miss for Martial attacks?

Mike @mearls himself more or less said this in his GDC talk in 2020:

My favorite one --and actually I talked about how the 4th and 5th edition, the reactions, sparked this entire train of thought in my mind--is the difference between Powers versus what's termed 'Vancian magic' in 5th edition. So I'm gonna describe the Power system from 4th Edition to you. This was a system that MANY, many players complained about, and said "it just feels too artificial, it feels too much like a game mechanic. It doesn't feel like something that's springing out of the world."

So in 4th Edition, every character has a set of Powers. Those Powers are special exceptions-based mechanics that you use to, say, maybe make a special attack, or maybe it's a trick you can use, like to create an illusion if you're a wizard. If you're a warrior, a fighter, it might be a special combat move, like "oh I can bash my shield into a monster and knock them back." Some of the powers you could use whenever you wanted, and other ones had cooldowns (essentially, you picked the power ahead of time, and when you used it, you couldn't use it again until a certain increment of time passed)." And that was seen as "it's just too gamey."

Vancian magic, on the other hand, is a set of exceptions-based mechanics, you pick them ahead of time, you decide "here's the spell I want to use" (in this case it's just magic, it's not--if you have a sword and shield you're not using Vancian magic, it's always a spell), you pick it ahead of time, when you use it (some of them you can use again and again, others are on a cooldown), it's gone until a certain amount of time passes in-game, then you regain it.

Now, I HOPE what you're getting [at] is—what you're seeing is— th- these two systems are essentially the same. The Powers in 4th Edition and Vancian magic in 5th Edition are basically the same net game mechanic? And what fascinates me is: why was one seen as "this is pure game design, I just feel so-- I don't feel immersed at all," and Vancian magic—despite being incredibly idiosyncratic and magic (other than Jack Vance the author who described this magic system in some of his works) is found nowhere else in fantasy fiction or in fantasy world-building, and yet it's in D&D and our player base saw that and said "that feels like D&D, that feels like fantasy, that feels immersive and believable."

I think really what it comes down to, is that the Power system, when you look at it, in some ways [and] it was almost TOO good, it felt like "oh, this works really smoothly, it makes sense, and it doesn't seem to have any of the rough edges you'd expect a magic system to have."

It was also a case where the system was the same whether you were playing a warrior (a fighter), or a wizard. And I think that made players think, "well, there isn't any chrome here, there's nothing coming from the world, it really is just purely coming from the system, it's really just aimed at the player as opposed to the character."

Now that, to me, makes-- it does make some sense, though there is the caveat that in 5th Edition, of our core character classes, only two of them don't use the Vancian magic system. The other ten-plus all do. [slt laugh] So this idea that well, I guess really just comes down to "since people who who don't use magic don't use it, then it feels more like this really is how magic works"?

But I do think there is something there, about it has these sort of burrs in it. Where, like it feels a little idiosyncratic and weird and strange, it doesn't feel like anything anyone would design, so therefore you have to try to explain it in terms of the world. In terms of "the flow of the weave" and how casters tap into magic and it taxes them physically and spiritually, and once they cast the spell, it's gone, and how it takes time to prepare a spell, to learn it, and every morning after you wake up you study your spellbook or, if you're a sorcerer, you just have these inborn talents. I think really just the fact that Vancian magic and Powers have the same endpoint, but one loops through very clearly game design structures that are aimed at the player's understanding, and the other one—to justify its idiosyncratic nature loops through worldbuilding explanations to explain it essentially to both the player and the character, I think that is what helped Vancian magic still...after 40-something years and innumerable complaints (especially game designers, who usually are not fans of Vancian magic, but players seem to like it), it still seems to resonate.
...
Now, learning from 4th Edition vs. 5th Edition. I think this is one area when I think of 4th Edition fighter Powers. "Oh, in 4th Edition, we have these fighter Powers, these essentially special abilities (I've excerpted a few here on the slide) that fighters can use." And we kinda don't really have those in 5th Edition, and I personally really miss them. I think what happened here is if you look at some of these abilities, if you can read them, there's one for instance called Tide of Iron that's down here on the slide. It's essentially a shield bash. You use your shield, you knock an enemy back, you create some space, in a tactical situation it's really useful, like maybe you need to clear a door out, or there's a monster threatening your wizard, so you give him a good bash from your shield, and send him flying back. I think...the miss here may have just been the name "Tide of Iron." If we had named it "Shield Bash," I think it makes it a lot easier for players to understand what's going on. Same with Reaping Strike. The nice thing about Reaping Strike is if you swing but you don't hit, you still deal some damage to the monster. And a little bit more damage if you're using a two-handed weapon. If this had been called, "Two-Handed Strike," or, you know, "Greathammer Attack" or something like that and been tied to a specific weapon, I think it would've been more evocative to people. And if mechanics were working, hopefully then the player would think, "well, of course when I use my Greathammer as a fighter, I get these benefits of it. I'm swinging this giant hammer. It knocks people back. Or even if it's a glancing blow, their armor can never absorb the full impact, they're gonna take some damage."
 

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NotAYakk

Legend
I really don't like the 2 dimensional matrix mearls is using here.

[PC level, Monster CR] -> CPs

It enforces table lookups by the user (either automated or not) and by design encourages tiny tweaks in the values.

And if you are going to rely on automated systems, at some point the answer is "enter PCs and NPCs into a combat simulator to determine difficulty".

Even if the combat simulator answer works, I personally want an analytic one, simply so I can understand encounter balancing myself when designing the encounter.

We should resist lookup tables with all of our might, even at the cost of accuracy.

...

It looks like this is based off of monster threat volume -- the total damage a monster does in a fight -- with in turn is basically (HP times DPR) with fudge factors for accuracy/defences and number of monsters. You can do a non-linear function of (HP times DPR) to get variants.

The CR -> XP map looks a lot like a measure of monster volume, one that doesn't handle monster numbers well -- hence the encounter size multiplier.

What I want in a CR system is one where I can take the PCs, add up values from some table based off of their level, and get a budget.

I can then take monsters, add up some value for each monster based off its CR, and compare the budgets.

From comparing the two, I get a difficulty.

I do not want encounter size multipliers. Those are evidence they used the wrong "monster volume" values.

Difficulty must be linear in application if not in value: Difficulty( MonsterA ) + Difficulty( MonsterB ) = Difficulty( MonsterA + MonsterB )

This means that 2 Difficulty( MonsterA ) is the difficulty of 2 MonsterAs - so if Difficulty( MonsterC ) = 2 Difficulty(MonsterA), it doesn't mean it has twice the HP or damage or level, it means it is as hard as fighting 2 MonsterAs at once.

I do not want to do a (monster level) x (PC level) table to get my values, because I want to build encounters and set their difficulty without knowing exactly what PCs are fighting them at what level. I can look at a single value and say "ok, this is gonna be hard for 5 level 4 PCs" after I calculate it, I don't want to do a distinct lookup for every PC level and count to work out how hard it would be.

I am ok with the result being approximate! There is RNG in 5e. I just want a guide, not a promise.

...

Like, lets look at the 5e monster XP table and fix it so that we don't have encounter size multipliers.

And lets assume that 5 monsters being worth 10x the XP of one monster is the correct curve.

So 5 CR1/2 is worth 1000 XP, a bit less than a CR 4 monster. Close enough.

5 Difficulty( CR1/2 ) = Difficulty( 5 CR1/2 ) =~ Difficulty( CR 4 )
5 Difficulty( CR 4 ) =Difficulty( 5 CR 4 ) =~ Difficulty( CR 9.5 )
5 Difficulty( CR 9.5 ) =Difficulty( 5 CR 9.5 ) =~ Difficulty( CR 23 )

So we have the start of a curve:
CR1/2: 50 Difficulty
CR4: 250 Difficulty
CR9.5: 1250 Difficulty
CR23.5: 6750 Difficulty

For pairs of monsters
100 = 2 Difficulty( CR 1/2 ) = Difficulty( 2 CR 1/2 ) =~ Difficulty( CR 1.5 )
200 = 2 Difficulty( CR 1.5 ) = Difficulty( 2 CR 1.5 ) =~ Difficulty( CR 3.5 )
500 = 2 Difficulty( CR 4 ) = Difficulty( 4 CR 4 ) =~ Difficulty( CR 7.5 )
2500 = 2 Difficulty( CR 9.5 ) = Difficulty( 2 CR 9.5 ) =~ Difficulty( CR 16.5 )

So we have these difficulty calculations:

CR 0.5: 50
CR 1.5: 100
CR 3.5: 200
CR 4: 250
CR 7.5: 500
CR 9.5: 1250
CR 16.5: 2500
CR 23.5: 6750


we can either interpolate, or find a function that fits them well.
 

M_Natas

Hero
I really don't like the 2 dimensional matrix mearls is using here.

[PC level, Monster CR] -> CPs

It enforces table lookups by the user (either automated or not) and by design encourages tiny tweaks in the values.

And if you are going to rely on automated systems, at some point the answer is "enter PCs and NPCs into a combat simulator to determine difficulty".

Even if the combat simulator answer works, I personally want an analytic one, simply so I can understand encounter balancing myself when designing the encounter.

We should resist lookup tables with all of our might, even at the cost of accuracy.

...

It looks like this is based off of monster threat volume -- the total damage a monster does in a fight -- with in turn is basically (HP times DPR) with fudge factors for accuracy/defences and number of monsters. You can do a non-linear function of (HP times DPR) to get variants.

The CR -> XP map looks a lot like a measure of monster volume, one that doesn't handle monster numbers well -- hence the encounter size multiplier.

What I want in a CR system is one where I can take the PCs, add up values from some table based off of their level, and get a budget.

I can then take monsters, add up some value for each monster based off its CR, and compare the budgets.

From comparing the two, I get a difficulty.

I do not want encounter size multipliers. Those are evidence they used the wrong "monster volume" values.

Difficulty must be linear in application if not in value: Difficulty( MonsterA ) + Difficulty( MonsterB ) = Difficulty( MonsterA + MonsterB )

This means that 2 Difficulty( MonsterA ) is the difficulty of 2 MonsterAs - so if Difficulty( MonsterC ) = 2 Difficulty(MonsterA), it doesn't mean it has twice the HP or damage or level, it means it is as hard as fighting 2 MonsterAs at once.

I do not want to do a (monster level) x (PC level) table to get my values, because I want to build encounters and set their difficulty without knowing exactly what PCs are fighting them at what level. I can look at a single value and say "ok, this is gonna be hard for 5 level 4 PCs" after I calculate it, I don't want to do a distinct lookup for every PC level and count to work out how hard it would be.

I am ok with the result being approximate! There is RNG in 5e. I just want a guide, not a promise.

...

Like, lets look at the 5e monster XP table and fix it so that we don't have encounter size multipliers.

And lets assume that 5 monsters being worth 10x the XP of one monster is the correct curve.

So 5 CR1/2 is worth 1000 XP, a bit less than a CR 4 monster. Close enough.

5 Difficulty( CR1/2 ) = Difficulty( 5 CR1/2 ) =~ Difficulty( CR 4 )
5 Difficulty( CR 4 ) =Difficulty( 5 CR 4 ) =~ Difficulty( CR 9.5 )
5 Difficulty( CR 9.5 ) =Difficulty( 5 CR 9.5 ) =~ Difficulty( CR 23 )

So we have the start of a curve:
CR1/2: 50 Difficulty
CR4: 250 Difficulty
CR9.5: 1250 Difficulty
CR23.5: 6750 Difficulty

For pairs of monsters
100 = 2 Difficulty( CR 1/2 ) = Difficulty( 2 CR 1/2 ) =~ Difficulty( CR 1.5 )
200 = 2 Difficulty( CR 1.5 ) = Difficulty( 2 CR 1.5 ) =~ Difficulty( CR 3.5 )
500 = 2 Difficulty( CR 4 ) = Difficulty( 4 CR 4 ) =~ Difficulty( CR 7.5 )
2500 = 2 Difficulty( CR 9.5 ) = Difficulty( 2 CR 9.5 ) =~ Difficulty( CR 16.5 )

So we have these difficulty calculations:

CR 0.5: 50
CR 1.5: 100
CR 3.5: 200
CR 4: 250
CR 7.5: 500
CR 9.5: 1250
CR 16.5: 2500
CR 23.5: 6750


we can either interpolate, or find a function that fits them well.
I find that a bit complicated.

But the problems with CR are plentiful.
I build a huge Excel-Sheet myself trying to figure out and reverse engineer the CR system, so I could recalculate CRs to 1 Monster vs 1 Player like we had in 4e ...

So my Endgoal would be to assign a Monster like 4 different CRs:

Boss CR (if one Monster fights against 4 Characters)
Elite CR (one Monster vs. 2 Characters)
Party CR (1 vs 1)
Minion CR ( 2 Monsters vs 1 Character)

So basically translating the 5e CR, which is based on 1 Monster vs a Party to those 4 CR Ratings.

So, our Monster would be then:
Boss CR (4:1): 1
Elite CR (2:1): 4
Party CR (1:1): 5
Minion CR (1:2): 9

So with just a glance at the Monsterblock I would know: okay, for the party of 4 characters of level 5 I can put 4 of those monsters against them.
Oh, another levlel 5 Character joined joined the party? I just add another level 5 Party Monster.

And If I put that in Goblin fight club that would amount to medium Difficulty.

But the biggest problem is adjusting for number of battle rounds.

Even without spells like banishment or hold monster, by just looking at spells that do damage ... based on the number of battle rounds inbetween Long Rests the average damage per round a Wizard can dish out can vary by up to 300%.
At Level 1 a Wizard who only has to battle 3 rounds (1 fight), can do on average 21 damage.
If a wizard has to fight 9 rounds (3 fights) before long resting, his average damage per round drops to 11 and with 36 rounds (12 fights) of combat it drops to 7 damage per round whoch completely changes Difficulty.

So one would have to decide on a baseline for that.
5e in the DMG said 4 to 6 encounters per day, so somewhat like 12 to 18 rounds of battle.

Because if I would adjust for that, I would have different CRs for a 1 fight adventure day and a 6 fight adventure day, because that is the biggest problems with 5Es CR system: assuming 6 fights per long rest and if you have less it is just to easy.

And in all groups I have played so far, 6 fights inbetween Long rest is the Bix exception. More realistically are 1 to 3 fights at my tables.

The DMG tried to account for it with the 4 different difficulties. But it forgot to spell it out better. If you generally have 3 fights per adventuring day, all your encounters should be deadly.
 


NotAYakk

Legend
I find that a bit complicated.

But the problems with CR are plentiful.
I build a huge Excel-Sheet myself trying to figure out and reverse engineer the CR system, so I could recalculate CRs to 1 Monster vs 1 Player like we had in 4e ...

So my Endgoal would be to assign a Monster like 4 different CRs:

Boss CR (if one Monster fights against 4 Characters)
Elite CR (one Monster vs. 2 Characters)
Party CR (1 vs 1)
Minion CR ( 2 Monsters vs 1 Character)

So basically translating the 5e CR, which is based on 1 Monster vs a Party to those 4 CR Ratings.

So, our Monster would be then:
Boss CR (4:1): 1
Elite CR (2:1): 4
Party CR (1:1): 5
Minion CR (1:2): 9
Sure. But 4e's system was a fixed XP rating (that grew exponentially with level, and had level-bands, due to +1 ATK/DEF per level).

A level 15 solo was for almost all purposes just 4 times the XP of a level 15 normal. You could balance encounters by just adding up XP.

You could also balance encounters by using level deltas. Like, a party level +2 elite, 3 party level-2 normal monsters, would produce a similar encounter.

Every elite in 4e could be replaced with a 4 level higher monster - the XP budget would be the same - but you'd go outside of the +/- 4 level band. And every solo could be replaced with an 8 level higher monster, except for the same level band problem.

For solos, some attempt was made to also make them more complex and spread their damage out while keeping their threat the same. In my experience, for elites, they didn't do that.

Now, in 5e, ATK/DEF doesn't scale at a rate of +1 per level. Monster CR doesn't measure "medium even-count challenge for that level", but rather "medium SOLO challenge against 4 PCs for that level".

ATK scales at very roughly +1 every 2 CR (between proficiency and attribute inflation), and defence scales slower (about +1 every 3 CR).

In 4e, monster HP scaled linearly with (6-10 depending on role) * (level+3), and monster damage per round scaled with (level+8)*(1.25ish due to encounter powers) roughly. Solos got x4 HP and about x2.5 damage ((4+3+2+1)/4 is 2.5), elites got x2 HP and x1.5 damage ((2+1)/2 is 1.5).

So in 4e monster "volume" before accuracy/defence was approximately (3+L)(8+L)*10 = 240 + 110L + 10 L^2

As PCs against even-level foes are supposed to hit about 60% and be hit about 40% of the time, each +1 to hit and +1 to defence makes monsters (60/55) * (45/40) = 1.23x more dangerous "volume" wise, and +4 made monsters (60/40) * (60/40) = 2.25x more dangerous.

This gives you an accuracy and defence scaled "monster threat volume" of (240 + 110L + 10L^2) * (1.23^L)

On the other hand, having 2 monsters with PC focus firing made them 3x more dangerous. In general, having N monsters made them (N)(N+1)/2 = N^2/2 + N/2 times more dangerous (in terms of total damage done). In the range of 1 to 5, this is pretty decently approximated by N^1.6 (1.6 power is 1, 3, 5.8, 9.2, 13.1, the other is 1, 3, 6, 10, 15).

If Bob has X Volume (damage times HP scaled by mitigation and accuracy), then XP should take the 1.6th root of Volume to make it add up linearly.

[(240 + 110L + 10L^2) * (1.23^L)]^(1/1.6)

At low levels this works great. If we take the log of it:

lg( [(240 + 110L + 10L^2) * (1.23^L)]^(1/1.6) )

lg( 240 + 110L + 10L^2)/1.6 + L lg(1.14)

and we graph it from level 5 to 25 we get a curve that slightly more than doubles every 4ish levels (well, is pretty strait on a log-scale).

...

But that is analysis of 4e and its encounter building math. This should be about 5e.

5e monster design is less constrained. By design, you are supposed to make the monster then judge it.

If we use the DMG CR-calculator, it claims that a raw brute that has CR*15+60 HP and does 6+CR*6 damage with CR/3+13 AC and 1+CR/6 ATK stat bonus is level-appropriate; you also get a (CR/5) Proficiency bonus to attacks. Using that to feed monster volume equation we get

(CR+4)*15 * (CR+1)*6 "raw" HP times damage
and 1.11^(CR/3) times tougher due to defence, and 1.11^(CR/6+CR/5) = 1.11^(CR/2.8) tougher due to accuracy. Multiplied together they give 1.11^(0.7 * CR) or 1.08^CR scale factor from CR.

This results in:
90(CR^2 + 5 CR + 4) * 1.08^CR
as our total monster threat volume

If we presume linear focus fire this again (like in 4e) it requires a ^(1/1.6) factor, giving us
(90(CR^2 + 5 CR + 4) * 1.08^CR)^(1/1.6)

Now graph this on a log scale:

logscale.png

and you'll see an "unfortunate" bend near 5 - the low-CR section isn't very linear on the log graph.

(Treating PCs as doing focus fire, as an aside, is roughly equivalent to treating AOE damage as if it did 1x on primary target and 0.5x on any additional targets; this was effectively the math that 4e did to balance AOE vs single target.)

But, the idea is that if you use
(90(CR^2 + 5 CR + 4) * 1.08^CR)^(1/1.6)
as your threat volume equation, you can add up monsters linearly without any encounter size multipliers. This is basically "better XP" for encounter design in 5e.

CR1:~ 75
CR2:~ 112
CR3:~ 150
CR4:~ 200
CR5:~ 250
CR10:~ 625
CR15:~ 1250
CR20:~ 2150

Outside of the CR 1-20 range the equation for monster difficulty stops being nearly as linear by DMG rules; above CR 20, monsters gain 3x the amount of HP and DPR that they do from 1 to 20. Below 1, monster HP and damage scales roughly linearly with CR.

0.5 times the HP and Damage reduces threat by a factor of 4; after taking the 0.625 power this is a x2.4 reduction in encounter building value. However, these low values of HP result in a lot of blow-through damage even at low levels, effectively inflating their HP.

CR1/8: 8
CR1/4: 16
CR1/2: 32
CR1:~ 75
CR2:~ 112
CR3:~ 150
CR4:~ 200
CR5:~ 250
CR10:~ 625
CR15:~ 1250
CR20:~ 2150

Above 20 we get faster scaling damage and HP, ie:
((CR-20)*2 + CR+4)*15 * ((CR-20)*2 + CR+1)*6
which simplifies to
=(3CR-36)*15 * (3CR-39)*6
=(9CR^2-225CR+1404)*90
in addition, AC stops presuming to scale, while ATK and PROF does. This changes the exponentail portion.
CR 1 to 20: 16.6((CR^2 + 5 CR + 4) * 1.08^CR)^(1/1.6)
CR 20 to 30: 26.7((9CR^2-225CR+1404) * 1.04^CR)^(1/1.6)
(they agree at CR 20).

Extending our table:
CR1/8:~ 8
CR1/4:~16
CR1/2:~ 32
CR1:~ 75
CR2:~ 112
CR3:~ 150
CR4:~ 200
CR5:~ 250
CR8:~ 450
CR10:~ 625
CR12:~ 850
CR15:~ 1250
CR17:~ 1500
CR20:~ 2150
CR23:~ 3950
CR25:~ 4600
CR28:~ 6400
CR30:~ 7900

A party of 4 level X PCs has an medium encounter budget equal to the Threat Volume of a CR X monster.

So take a level 17 party. It has a threat capacity of 1500. 6 CR 5s (250*6) or one CR 17 should fill it for a medium encounter.

Using DMG rules that would be 18000 XP for the CR 17, or 1800*5 = 9000 XP, scaled x2 for encounter size.

Basically, what I did was take the encounter size out of the DMG encounter building equations by deriving an alternative "monster threat volume" from first principles and correcting for the encounter size problem while doing so.

To make building certain patterns of encounters easier, we should look into smoothing the resulting table a bit, and looking at where it scales by a factor of 4 - ie, what CR corresponds to 1/4th of the threat volume of a Level X party?

In addition, you have to look at non-medium encounters. In the XP system, each step is +/- 50% XP (0.5 for easy, 1.0 for medium, 1.5 for hard, and 2.0 for deadly). This threat volume doesn't scale the same way XP does (and cannot to compensate for the wish to have linear encounter building), so the multipliers will be different.

In addition there is lots of "false precision" here. We can smooth the curve without losing much. It also would be nice if our values divided by 4 better (to get individual PC threat volume capacities).


So with just a glance at the Monsterblock I would know: okay, for the party of 4 characters of level 5 I can put 4 of those monsters against them.
Oh, another levlel 5 Character joined joined the party? I just add another level 5 Party Monster.
Sure. But if threat volume scales linearly, I think we can do /4 or *4 in our head right?

And if the curve is predictable, knowing that monters 1/2 of the party level make good sets of 4 monsters to attack them would also work.

I don't want to have to rewrite the entire monster manual. I'd like to be able to take existing monsters with existing CR and use them.

Having a single table that takes CR and gives me a more useful threat volume than XP that can be added up is good.

Mapping CR to Monster Levels is another approach, where a monster of level X matched up with a PC of level X generates a presumed level of threat, is another approach I have looked at.


And If I put that in Goblin fight club that would amount to medium Difficulty.

But the biggest problem is adjusting for number of battle rounds.

Even without spells like banishment or hold monster, by just looking at spells that do damage ... based on the number of battle rounds inbetween Long Rests the average damage per round a Wizard can dish out can vary by up to 300%.
At Level 1 a Wizard who only has to battle 3 rounds (1 fight), can do on average 21 damage.
If a wizard has to fight 9 rounds (3 fights) before long resting, his average damage per round drops to 11 and with 36 rounds (12 fights) of combat it drops to 7 damage per round whoch completely changes Difficulty.

So one would have to decide on a baseline for that.
5e in the DMG said 4 to 6 encounters per day, so somewhat like 12 to 18 rounds of battle.

Because if I would adjust for that, I would have different CRs for a 1 fight adventure day and a 6 fight adventure day, because that is the biggest problems with 5Es CR system: assuming 6 fights per long rest and if you have less it is just to easy.

And in all groups I have played so far, 6 fights inbetween Long rest is the Bix exception. More realistically are 1 to 3 fights at my tables.

The DMG tried to account for it with the 4 different difficulties. But it forgot to spell it out better. If you generally have 3 fights per adventuring day, all your encounters should be deadly.
Sure! The wizard has a pile of daily power that it can dump into encounters, and the fewer encounters the more it can dump.

Meanwhile, the Rogue has next to none - just a steady ability to reduce enemy threat.

We can do a class by class or character by character rescaling. But I suspect that a DM will tend to use a similar number of encounters per rest as a habit (either 1-3, or 6+), and PCs will vary in power themselves. I suspect that the variation in PC power is at least as great as the variation in oomph due to being able to dump daily power in 5e.

So we can throw this in with compensating for over or under powered PCs. As a bonus, if the DM suspects specific PCs are over or under powered for their adventure style, they can choose to compensate - stuff like provide a really nice weapon for the rogue who is outshone due to the tendency to do 5 minute adventuring days.

However, building between-short rest Scenes and between-long-rest Chapters is a good plan. 5e is balanced by the threat you fight between long rests, not nearly as tightly on individual encounters.
 

NotAYakk

Legend
I mean, I spoke about it?

It is like the difference between having the weight of the stuff in your room and a cargo van capacity, and having a program that lets you tag items and tells you if they fit in the cargo van.

Sure, you can go around tagging items until the cargo van is full. You can even experiment with reducing the amount of bedding while increasing books by untagging bedding and tagging books.

But if instead you know that the books are small and dense while the bedding is bulky and light, you can think about things without having to iterate on the tool.

Lookup tables are a tool you blindly enter values into and get a result out.

If you eliminate them, it becomes easier to reason the underlying problem, instead of having your view of the problem cut off.

Finally, using Lookup tables without a computer is rather annoying. And if your system requires a computer to not be annoying, you might as well just simulate the entire encounter and give conclusions based on that - it will be more accurate than your analytically produced table anyhow.

I've seen decent simulation based encounter balance systems. You feed in an abstraction of the PCs (with as much detail as you want, and even fudge factors!), and the monsters, and it produces a distribution of resources drained and failure chance.

Again, this black box blocks the human from having an understanding of what makes an encounter harder or easier. They'll never be able to quickly say "CR 7 is 60% more threat than CR 5, so we can swap 5 CR 7s for 8 CR 5s to bulk up enemy numbers in that encounter", or "there is an extra PC, which means I should throw in another 175 threat - how about a CR 9, that makes sense" using it.

They can go and add that additional PC. Then experimentally use the tool to add and remove and change monsters until the light turns green again.
 

But the whole minion concept of 4e was bad. If there was a formula that allowed to minionize monsters, it would be different. So you could actually use any monster as minions.
Sorry, you can say it was 'bad', but objectively we used them all the time and they worked great! I mean, they're not some ultimate thing that solves every problem, but they did what they were intended to do pretty well. There are a LOT of minion stat blocks in 4e, and given how simple most of them are, reskinning them is not exactly tough, nor is making more of your own. I can generally create a minion in, say, 5 minutes, that will be serviceable. In a pinch I can probably just do it on the fly. Never had to though.
Like maybe: of a monster is 8 levels lower, they always do minimum damage and die with a single hit, but their attack bonus and AC increase by 8 points.
Well, there you go! I mean, I don't recall every exact number off the top of my head, I haven't run much 4e in a few years, but it sure ain't hard, you just use the baseline stats for a monster of the correct level and give it one hit point, and usually an MBA that does a fixed amount of damage that is say 60% of the average for a normal monster of that level, plus some interesting useful trait based on what you want out of the minion. Often its a conditional damage bonus, or maybe a special movement or move/attack routine, or some do things like explode when they die.
That would be a good minions rule without using space in the monster manual or causing dissociate effects.

So instead of designing high level minions, you design a mid level monster that is used as a minion later.
Well, most monsters didn't come with minion stats. I mean, most of the more interesting creepy type monsters or fun fights are not going to minionize at all.
You could easily use my minion rule for 5e. If the monster is of a lower challenge rating, you never roll for damage and it has only 1 hp but a feature that they can use once: if reduced to 0 hp, they don't die if the damage dealt was lower than their original number of hp or so.
Yeah, well, sure, minions can work in 5e. I mean, supposedly, BA means you don't need them, but I'd experiment and see how it works before I accept that. I find that most things that 'everyone knows' are less true than 'everyone' thinks. Google Thales of Miletus! hehe.
 


Mike @mearls himself more or less said this in his GDC talk in 2020:


...
I think there's something to what Mike says, BUT here's the huge flaming gaping hole with it. There are a jillion other FRPGs out there, most of whom use pretty regular mechanics across different character classes. They certainly do things very similar to 4e in many cases, yet NOBODY COMPLAINS. These games are not constantly being dissed for being 'dissociated' or whatever nonsense.

THE BIGGEST FACTOR, by far with 4e was that it dared to do things differently and still call itself D&D, period! All the rest is post-hoc rationalization in a huge number of cases. I mean, people aren't lying when they say they don't like it, not at all. They're just disliking it FIRST, and then coming up with a reason. After that, yeah, maybe that reason starts to make sense to them and feel like the explanation in the first place. I mean, I even had some of these sensations myself when I first picked up the PHB and skimmed it. Then people said "hey, play it, don't jump to any conclusions."
 


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