clearstream
(He, Him)
Please see the table below, with the following notes
Building Encounters
Encounters are categorised as attritional or lethal. Both types can result in PC death, but attritional encounters are not likely to do so unless preceded by other encounters. On average, characters should be able to handle 2 attritional encounters between short rests and 6 between long rests. Lethal encounters consume more resources, so count each one as equal to three attritional encounters.
The table lists an XP budget per PC based on their level. To build an attritional encounter, sum the budgets in that column for each PC in the party, and then add creatures to the encounter up to a maximum of that total (applying adjustments per the DMG). To build a lethal encounter, do the same using triple the attritional XP as the maximum. (For convenience the Lethal column lists those budgets.) The “Daily” column provides an XP budget per PC per adventuring “day”, for planning a series of encounters that characters might face between long rests. (For example, a group of might face a dozen small attritional encounters.) Increased encounter budgets are likely to result in characters gaining XP faster, so a DM might choose to increase the XP needed to gain each level to that suggested in the Advancement column.
[TABLE="class: grid, width: 500"]
[TR]
[TD]Level[/TD]
[TD]Attritional[/TD]
[TD]Lethal[/TD]
[TD]"Daily"[/TD]
[TD]Advancement[/TD]
[/TR]
[TR]
[TD]1[/TD]
[TD]100[/TD]
[TD]300[/TD]
[TD]600[/TD]
[TD]
[/TD]
[/TR]
[TR]
[TD]2[/TD]
[TD]200[/TD]
[TD]600[/TD]
[TD]1200[/TD]
[TD]600[/TD]
[/TR]
[TR]
[TD]3[/TD]
[TD]400[/TD]
[TD]1200[/TD]
[TD]2400[/TD]
[TD]1800[/TD]
[/TR]
[TR]
[TD]4[/TD]
[TD]600[/TD]
[TD]1800[/TD]
[TD]3600[/TD]
[TD]6600[/TD]
[/TR]
[TR]
[TD]5[/TD]
[TD]1200[/TD]
[TD]3600[/TD]
[TD]7200[/TD]
[TD]13800[/TD]
[/TR]
[TR]
[TD]6[/TD]
[TD]1350[/TD]
[TD]4050[/TD]
[TD]8100[/TD]
[TD]35400[/TD]
[/TR]
[TR]
[TD]7[/TD]
[TD]1700[/TD]
[TD]5100[/TD]
[TD]10200[/TD]
[TD]59700[/TD]
[/TR]
[TR]
[TD]8[/TD]
[TD]2000[/TD]
[TD]6000[/TD]
[TD]12000[/TD]
[TD]90300[/TD]
[/TR]
[TR]
[TD]9[/TD]
[TD]2500[/TD]
[TD]7500[/TD]
[TD]15000[/TD]
[TD]126300[/TD]
[/TR]
[TR]
[TD]10[/TD]
[TD]3000[/TD]
[TD]9000[/TD]
[TD]18000[/TD]
[TD]171300[/TD]
[/TR]
[TR]
[TD]11[/TD]
[TD]3500[/TD]
[TD]10500[/TD]
[TD]21000[/TD]
[TD]225300[/TD]
[/TR]
[TR]
[TD]12[/TD]
[TD]4000[/TD]
[TD]12000[/TD]
[TD]24000[/TD]
[TD]267300[/TD]
[/TR]
[TR]
[TD]13[/TD]
[TD]4500[/TD]
[TD]13500[/TD]
[TD]27000[/TD]
[TD]315300[/TD]
[/TR]
[TR]
[TD]14[/TD]
[TD]5000[/TD]
[TD]15000[/TD]
[TD]30000[/TD]
[TD]369300[/TD]
[/TR]
[TR]
[TD]15[/TD]
[TD]6000[/TD]
[TD]18000[/TD]
[TD]36000[/TD]
[TD]429300[/TD]
[/TR]
[TR]
[TD]16[/TD]
[TD]7000[/TD]
[TD]21000[/TD]
[TD]42000[/TD]
[TD]501300[/TD]
[/TR]
[TR]
[TD]17[/TD]
[TD]8000[/TD]
[TD]24000[/TD]
[TD]48000[/TD]
[TD]585300[/TD]
[/TR]
[TR]
[TD]18[/TD]
[TD]9000[/TD]
[TD]27000[/TD]
[TD]54000[/TD]
[TD]633300[/TD]
[/TR]
[TR]
[TD]19[/TD]
[TD]10000[/TD]
[TD]30000[/TD]
[TD]60000[/TD]
[TD]687300[/TD]
[/TR]
[TR]
[TD]20[/TD]
[TD]25000[/TD]
[TD]45000[/TD]
[TD]90000[/TD]
[TD]747300[/TD]
[/TR]
[/TABLE]
Behind the scenes, I did a lot of number crunching to figure out what this could look like. The end result is pretty simple - multiply the old "daily" XP by two and then divide it by 6 for attritional encounters and 2 for lethal. With a bit of smoothing to give more usable numbers. It should take about 1 "day" of encounters for PCs to level from 1 to 2, and again from 2 to 3. It should take 2 "days" to go from 3 to 4 and 4 to 5. Then 3 "days" for each level on up to 10. After 10, it should take 2 days for each level up to 16, and then back down to 1 day again. That follows the same curve yielded by the original values. It keeps players in tier 2 longer, and whereas in theory a character could level from 1-20 in 33 "days" of adventuring. Using these values it takes 39.
Note that this isn't intended to result in PCs always doing 6 attritional or 2 lethal encounters between long rests. Rather it is a guide to what they should be able to handle managing their resources (albeit, in a more challenging game!) Think of the budgets as an encounter fund: there's no pressure to spend the whole lot! It's simply a guide to sizing encounters, with values chosen to balance challenge, resource management, lethality and character advancement rate.
- It provides budgets not floors: so add foes up to the budget (rather than over the floor)
- It doubles the XP used to size each encounter, to achieve a more challenging game (by challenging, I do mean likely to result in dead characters)
- Because of that increase, it recommends also increasing the XP for characters to advance levels
- The suggested Advancement rate also increases "days" spent in the "sweet spot" - levels 5-10 - by a fifth
Building Encounters
Encounters are categorised as attritional or lethal. Both types can result in PC death, but attritional encounters are not likely to do so unless preceded by other encounters. On average, characters should be able to handle 2 attritional encounters between short rests and 6 between long rests. Lethal encounters consume more resources, so count each one as equal to three attritional encounters.
The table lists an XP budget per PC based on their level. To build an attritional encounter, sum the budgets in that column for each PC in the party, and then add creatures to the encounter up to a maximum of that total (applying adjustments per the DMG). To build a lethal encounter, do the same using triple the attritional XP as the maximum. (For convenience the Lethal column lists those budgets.) The “Daily” column provides an XP budget per PC per adventuring “day”, for planning a series of encounters that characters might face between long rests. (For example, a group of might face a dozen small attritional encounters.) Increased encounter budgets are likely to result in characters gaining XP faster, so a DM might choose to increase the XP needed to gain each level to that suggested in the Advancement column.
[TABLE="class: grid, width: 500"]
[TR]
[TD]Level[/TD]
[TD]Attritional[/TD]
[TD]Lethal[/TD]
[TD]"Daily"[/TD]
[TD]Advancement[/TD]
[/TR]
[TR]
[TD]1[/TD]
[TD]100[/TD]
[TD]300[/TD]
[TD]600[/TD]
[TD]
[/TD]
[/TR]
[TR]
[TD]2[/TD]
[TD]200[/TD]
[TD]600[/TD]
[TD]1200[/TD]
[TD]600[/TD]
[/TR]
[TR]
[TD]3[/TD]
[TD]400[/TD]
[TD]1200[/TD]
[TD]2400[/TD]
[TD]1800[/TD]
[/TR]
[TR]
[TD]4[/TD]
[TD]600[/TD]
[TD]1800[/TD]
[TD]3600[/TD]
[TD]6600[/TD]
[/TR]
[TR]
[TD]5[/TD]
[TD]1200[/TD]
[TD]3600[/TD]
[TD]7200[/TD]
[TD]13800[/TD]
[/TR]
[TR]
[TD]6[/TD]
[TD]1350[/TD]
[TD]4050[/TD]
[TD]8100[/TD]
[TD]35400[/TD]
[/TR]
[TR]
[TD]7[/TD]
[TD]1700[/TD]
[TD]5100[/TD]
[TD]10200[/TD]
[TD]59700[/TD]
[/TR]
[TR]
[TD]8[/TD]
[TD]2000[/TD]
[TD]6000[/TD]
[TD]12000[/TD]
[TD]90300[/TD]
[/TR]
[TR]
[TD]9[/TD]
[TD]2500[/TD]
[TD]7500[/TD]
[TD]15000[/TD]
[TD]126300[/TD]
[/TR]
[TR]
[TD]10[/TD]
[TD]3000[/TD]
[TD]9000[/TD]
[TD]18000[/TD]
[TD]171300[/TD]
[/TR]
[TR]
[TD]11[/TD]
[TD]3500[/TD]
[TD]10500[/TD]
[TD]21000[/TD]
[TD]225300[/TD]
[/TR]
[TR]
[TD]12[/TD]
[TD]4000[/TD]
[TD]12000[/TD]
[TD]24000[/TD]
[TD]267300[/TD]
[/TR]
[TR]
[TD]13[/TD]
[TD]4500[/TD]
[TD]13500[/TD]
[TD]27000[/TD]
[TD]315300[/TD]
[/TR]
[TR]
[TD]14[/TD]
[TD]5000[/TD]
[TD]15000[/TD]
[TD]30000[/TD]
[TD]369300[/TD]
[/TR]
[TR]
[TD]15[/TD]
[TD]6000[/TD]
[TD]18000[/TD]
[TD]36000[/TD]
[TD]429300[/TD]
[/TR]
[TR]
[TD]16[/TD]
[TD]7000[/TD]
[TD]21000[/TD]
[TD]42000[/TD]
[TD]501300[/TD]
[/TR]
[TR]
[TD]17[/TD]
[TD]8000[/TD]
[TD]24000[/TD]
[TD]48000[/TD]
[TD]585300[/TD]
[/TR]
[TR]
[TD]18[/TD]
[TD]9000[/TD]
[TD]27000[/TD]
[TD]54000[/TD]
[TD]633300[/TD]
[/TR]
[TR]
[TD]19[/TD]
[TD]10000[/TD]
[TD]30000[/TD]
[TD]60000[/TD]
[TD]687300[/TD]
[/TR]
[TR]
[TD]20[/TD]
[TD]25000[/TD]
[TD]45000[/TD]
[TD]90000[/TD]
[TD]747300[/TD]
[/TR]
[/TABLE]
Behind the scenes, I did a lot of number crunching to figure out what this could look like. The end result is pretty simple - multiply the old "daily" XP by two and then divide it by 6 for attritional encounters and 2 for lethal. With a bit of smoothing to give more usable numbers. It should take about 1 "day" of encounters for PCs to level from 1 to 2, and again from 2 to 3. It should take 2 "days" to go from 3 to 4 and 4 to 5. Then 3 "days" for each level on up to 10. After 10, it should take 2 days for each level up to 16, and then back down to 1 day again. That follows the same curve yielded by the original values. It keeps players in tier 2 longer, and whereas in theory a character could level from 1-20 in 33 "days" of adventuring. Using these values it takes 39.
Note that this isn't intended to result in PCs always doing 6 attritional or 2 lethal encounters between long rests. Rather it is a guide to what they should be able to handle managing their resources (albeit, in a more challenging game!) Think of the budgets as an encounter fund: there's no pressure to spend the whole lot! It's simply a guide to sizing encounters, with values chosen to balance challenge, resource management, lethality and character advancement rate.
Last edited: