There's no need for CR to equal level, or even be anywhere near it. The idea is that if a single monster is enough exp to make a 'hard' or 'deadly' encounter, whatever it's CR may be relative to the party's level, it's appropriate, and, even if, after adjusting for being outnumbered by a 6+ PC party, it's still at least 'medium,' it shouldn't seem "too easy" to kill.Obviously, such a monster's CR will be way higher than any individual PC's level. There is no way around this. The problem is that CR is trying to do two things at once - measure a monster's power, and determine what level the party should be to face it - and those goals are not compatible, since a monster designed to go one-against-five at Level X will be much more powerful than a monster designed to go five-against-five at Level X. Trying to merge everything back into a single number was dumb, but there it is.
Agreed. If 5E can't provide "solo monsters" that pose a real challenge, then the game is failing to deliver on an important element of the high fantasy genre. A dragon should be able to take on a party of PCs, without relying on lair defenses or a bunch of minions to do it.
Obviously, such a monster's CR will be way higher than any individual PC's level. There is no way around this. The problem is that CR is trying to do two things at once - measure a monster's power, and determine what level the party should be to face it - and those goals are not compatible, since a monster designed to go one-against-five at Level X will be much more powerful than a monster designed to go five-against-five at Level X. This is why 4E had minions, standard monsters, elites, and solos; trying to merge everything back into a single number was dumb, but there it is.
I have so far fought only one solo combat in 5E, and it's hard to say whether it "worked" - it was a gang of 15th-level PCs with a lot of weird custom magic items against an ancient black dragon. We eventually killed it using clever tricks and some of those weird items rather than our regular class mechanics. As a final battle for the campaign, it was a rousing success; but I wouldn't say it could be used as evidence that the rules are working, since the rules made up a rather small part of it.
There is a reason to draw the distinction. A monster intended to work in groups is likely to deliver all of its damage in a single-target attack, once per round. A monster intended to work solo will have more area and multi-target attacks and off-turn actions, spreading its damage around.There's no need for CR to equal level, or even be anywhere near it. The idea is that if you a single monster is enough exp to make a 'hard' or 'deadly' encounter, whatever it's CR may be relative to the party's level, it's appropriate, and, if, after adjusting for being outnumbered, if it's still at least 'medium,' it shouldn't seem "too easy" to kill.
5e 'Legendary' monsters do go there.There is a reason to draw the distinction. A monster intended to work in groups is likely to deliver all of its damage in a single-target attack, once per round. A monster intended to work solo will have more area and multi-target attacks and off-turn actions, spreading its damage around.
There's no such thing as a 'group' monster in 5e, just a higher or lower CR one, in an encounter, adjusted for relative numbers. A high-CR monster facing a party is outnumbered, it'll die fast. And, yes, it can do a lot of damage, but it can still miss, so it's a little 'swingy' in the sense of whether (or how many) PCs it'll drop before they finish mopping the floor with it. If it weren't, it wouldn't seem dangerous, it'd just die fast before doing anything significant.Hence, using a high-CR "group" monster as a solo encounter for a low-level party is likely to be brutally swingy.
The idea is that bounded accuracy will keep things fairly consistent (in 5e, attacks hit more often than not, fairly consistently) over many combats, but, since combats are short, within any given combat, there's not time for the law of large numbers to make that consistency manifest. The only way you'll get consistent solos is to undermine 5e's Fast Combat mandate, and that'd be a significant re-tooling, even for a game as open to tinkering as 5e.For solo monsters, however, the guideline needs to change, since solos are designed to offer a more consistent experience when fought alone.
Creating a challenging, let alone interesting, D&D encounter has generally been more art than science through most of the game's history, anyway, whether it involved one monster, a few, or many.If I want a lower-level party to encounter a single creature to battle, not even a "boss" or "solo", it does seem more difficult in 5E to make such an encounter challenging or interesting, and I think it's due to bounded accuracy.
Agreed. If 5E can't provide "solo monsters" that pose a real challenge, then the game is failing to deliver on an important element of the high fantasy genre. A dragon should be able to take on a party of PCs, without relying on lair defenses or a bunch of minions to do it.
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According to the 5e encounter guidelines a same-CR-as-level monster would be a 'medium' challenge for a party of 4. Maybe 'medium' doesn't equate to 'real' (even in 3e, a basic same-CR-as-level encounter was supposed to be more a 'speedbump.').People want a solitary monster to be a "real challenge". But, 5e monsters aren't built like that. That was a specifically 3e thing where a single monster of a given CR was a challenge for 4 PC's of equivalent level.
The 5e guidelines give a lone monster facing a party of 3-5 a x1 multiplier to determine difficulty. That sure sounds like a baseline.I think the real issue here is that people are trying to compare how monsters worked in 3e, where the baseline was for very small encounters - typically 1-3 monsters.
There weren't exactly encounter guidelines, at all, prior to 3e. Maybe some DMs or modules or wandering monster tables tended towards large encounters, maybe some tended towards small ones. I can't say I remember a strong tendency either way.5e plays a lot more like earlier D&D where the baseline is to use a lot more monsters in an encounter.