D&D (2024) Adjusting Difficulty

Xeviat

Dungeon Mistress, she/her
Hi everybody!

I often see people say that 5E is too easy, so I wanted to share a little system I made back while running a long 5E game. For reference, each adventuring day in game tended to have 3 deadly fights with a short rest in between, but sometimes I'd swap 1 deadly fight for 2 hards or 3 mediums. Generally that is.

But this isn't about the adventuring day, I just wanted to explain the conditions this was used under. What I wanted to show is a player level adjustment metric.

The 2014 DMG monster creation system suggests that a creature's CR should be adjusted up or down based on how much higher or lower it's Attack and AC are compared to the expected. It takes +2 Attack and +2 AC together to increase a creature's CR by 1, or -2/-2 for -1 CR. Thus, giving your PCs +2 attack and AC effectively reduces the monster CRs by 1, or increases the PCs effective level.

A +1 weapon is an uncommon magic item, as is a +1 shield (I know armor is higher, but just go with me), and +2 would be rare. So 2 rare items would increase a PC's level by 1.

We can then assign a numerical value to magic items based on their rarity:

Common: 0.5
Uncommon: 1
Rare: 2
Very Rare: 3
Legendary: 4

Add up the player's magic items. Single use items, like potions and scrolls, count as 1/4th. For every 4 points a PC has, increase their effective level by 1 when determining encounter difficulty.

For instance, at level 12, each PC had 8 points of magic items (each had a very rare and a rare and a smattering of other things, they were a little decked out since the campaign was based on a 3E campaign). That increased their effective level by 2. So I used the encounter level calculator line for 14th level.

This little metric also served as a nice way for me to ensure I was keeping the PCs relatively balanced among each other in their magic items. It's hard not to be jealous if one player keeps having all the random magic items especially suit them.
 

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Selas

Explorer
Why did you put the 2024 tag when you reference 2014 rules? The 2024 MM hasn't released yet, and the 2024 encounter builder rules will make combat encounters more difficult. I suggest you change the tag to 2014 or General if the intent is to keep it to 2014 discussions.

Btw, a 2014 "hard" encounter is now considered a moderate encounter in 2024, so this math won't translate well. Maybe someone with more experience can chime in and give an opinion.
 
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Xeviat

Dungeon Mistress, she/her
Use the new numbers in the new DMG. They work better.

Not that it was a high bar to clear.

I expect the new monster manual will improve things every further.
I'm gonna give them a try, definitely, but they still don't take into account if your PCs are bare or sparkling Christmas trees loaded down with magic items. The raw player attack and ACs didn't change in the 5.5 rules, so I don't suspect monster attack and AC to be altered too much (except to bring this in line to where they should be), unlike damage and HP numbers.

Other than the multiplier being gone, I thought the new DMG numbers were very similar to the old easy, moderate, and hard.
 



Oofta

Legend
Supporter
I'm gonna give them a try, definitely, but they still don't take into account if your PCs are bare or sparkling Christmas trees loaded down with magic items. The raw player attack and ACs didn't change in the 5.5 rules, so I don't suspect monster attack and AC to be altered too much (except to bring this in line to where they should be), unlike damage and HP numbers.

Other than the multiplier being gone, I thought the new DMG numbers were very similar to the old easy, moderate, and hard.
@mellored beat me to it, but expected number of magic items are in the new DMG. While some of the more powerful items being attunement helps, I also limit things that add to AC, anything that lets you fly (at least until higher levels) and so on. I do have a magic mart, but it's more of a broker system. Some things are always available, others highly unlikely, others you have to have a good reputation. Then again I'm also stingy on monetary rewards. Could be part of why I rarely have a problem challenging PCs even up to level 20.
 

Xeviat

Dungeon Mistress, she/her
@mellored beat me to it, but expected number of magic items are in the new DMG. While some of the more powerful items being attunement helps, I also limit things that add to AC, anything that lets you fly (at least until higher levels) and so on. I do have a magic mart, but it's more of a broker system. Some things are always available, others highly unlikely, others you have to have a good reputation. Then again I'm also stingy on monetary rewards. Could be part of why I rarely have a problem challenging PCs even up to level 20.
But every word elsewhere in the DMG implies that magic items are not part of the expected math, that magic items are always a benefit. Yes, the book now spells out how many magic items characters should have, but they're not baked into the math like they were in 4E.
 

But every word elsewhere in the DMG implies that magic items are not part of the expected math, that magic items are always a benefit. Yes, the book now spells out how many magic items characters should have, but they're not baked into the math like they were in 4E.
Probably use low encounters difficulty if your players have less items. High difficulty if your players are packed to the teeth.
 

Oofta

Legend
Supporter
But every word elsewhere in the DMG implies that magic items are not part of the expected math, that magic items are always a benefit. Yes, the book now spells out how many magic items characters should have, but they're not baked into the math like they were in 4E.

If you load up your PCs with magic items, you'll have to compensate. Then again, I have to compensate significantly simply based on group capabilities. Like the one group with a druid where I don't remember the last time they cast a spell (they did use wild shape last game now that we're using 2024 rules). They typically sits in the back using their sling. Without using magic stone.

So no, magic items aren't assumed. It's also assumed they aren't loaded down with magic items like Christmas trees.
 

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