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Adjusting to 1 encounter per Day: Putting the XP Budget into a single fight
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<blockquote data-quote="Jfdlsjfd" data-source="post: 8283224" data-attributes="member: 42856"><p>First, I'd point out that it would probably make classes that rely on short rests to feel less powerful o2n the long run, as they would be overshadowed by the PCs that can nova each fight (if they notice the pattern of not having a string of fights in a day. That may or may not be a problem with your group.</p><p></p><p>Second, I think the CR system can't really be precise enough for this kind of assessment to work out well with extreme CR differences. Here's my impression :</p><p></p><p>1. High CR monsters can be a hit or miss thing. If the PCs get the drop on them, alone, they can usually kill them off in a round or two even if they are very low level compared to the threat... but the monster may be able to kill off a PC with a single attack if he gets an action... and can possibly be totally untouchable if he plays right. In this category, I'd place the Demilich. It's immune to non-magical attack & flying. Unless your martial characters have a magical bow or crossbow, they can't do anything to the Demilich who could kill them by floating over them. With 3 legendary resistance and life drain, there is a strong possibility that casters won't be able to kill it before they are life drained. Same goes with the red dragons. with superior mobility they can go in, breath fire (probably roasting the squishier characters) and fly out of range until they can breath fire again.</p><p></p><p>2. At the other end of the spectrum, the 200 NPC Guards can either kill the PCs off with the action economy OR be wiped from afar by area of effects spells. If closely packed, 3 fireballs will kill them all before they can even notice the PCs. Same with black pudding. They are slower than the PCs and can be killed at no risk with arrows. Not the most heroic of fights and it would produce a goofy encounter instead of a deadly one.</p><p></p><p>The more "balanced" results would be against enemy with a roughly identical number as the PCs, without hit-or-die powers. That narrows the range of possible encounters.</p><p></p><p>The 4 mind flayers one should be in that range, but if they use their powers right, it's a TPK. For example, they should open with 4 mind blasts. There is a strong possibility all characters will fail one of four DC 15 INT save and be stunned... which exposes them to brain extraction on the subsequent rounds (10d10 damage on an attack with advantage...) That or have the possibly remaining active character be subjected to Dominate Monster, taking him out of the fight as well.</p><p></p><p>In real play, I often use "deadly" encounters but that's by mixing one BBEG with a number of lower CR minions. Those are not deadly (just challenging) but in my experience achieve the result you're looking for.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8283224, member: 42856"] First, I'd point out that it would probably make classes that rely on short rests to feel less powerful o2n the long run, as they would be overshadowed by the PCs that can nova each fight (if they notice the pattern of not having a string of fights in a day. That may or may not be a problem with your group. Second, I think the CR system can't really be precise enough for this kind of assessment to work out well with extreme CR differences. Here's my impression : 1. High CR monsters can be a hit or miss thing. If the PCs get the drop on them, alone, they can usually kill them off in a round or two even if they are very low level compared to the threat... but the monster may be able to kill off a PC with a single attack if he gets an action... and can possibly be totally untouchable if he plays right. In this category, I'd place the Demilich. It's immune to non-magical attack & flying. Unless your martial characters have a magical bow or crossbow, they can't do anything to the Demilich who could kill them by floating over them. With 3 legendary resistance and life drain, there is a strong possibility that casters won't be able to kill it before they are life drained. Same goes with the red dragons. with superior mobility they can go in, breath fire (probably roasting the squishier characters) and fly out of range until they can breath fire again. 2. At the other end of the spectrum, the 200 NPC Guards can either kill the PCs off with the action economy OR be wiped from afar by area of effects spells. If closely packed, 3 fireballs will kill them all before they can even notice the PCs. Same with black pudding. They are slower than the PCs and can be killed at no risk with arrows. Not the most heroic of fights and it would produce a goofy encounter instead of a deadly one. The more "balanced" results would be against enemy with a roughly identical number as the PCs, without hit-or-die powers. That narrows the range of possible encounters. The 4 mind flayers one should be in that range, but if they use their powers right, it's a TPK. For example, they should open with 4 mind blasts. There is a strong possibility all characters will fail one of four DC 15 INT save and be stunned... which exposes them to brain extraction on the subsequent rounds (10d10 damage on an attack with advantage...) That or have the possibly remaining active character be subjected to Dominate Monster, taking him out of the fight as well. In real play, I often use "deadly" encounters but that's by mixing one BBEG with a number of lower CR minions. Those are not deadly (just challenging) but in my experience achieve the result you're looking for. [/QUOTE]
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Adjusting to 1 encounter per Day: Putting the XP Budget into a single fight
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