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General Tabletop Discussion
*Dungeons & Dragons
Are solo monsters weaker in 5e?
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<blockquote data-quote="Tony Vargas" data-source="post: 6794468" data-attributes="member: 996"><p>5e 'Legendary' monsters do go there. </p><p></p><p>But, a big part of the idea of Bounded Accuracy (apart from being a pendulum swing away from 'big numbers'), was that it would enable the party to encounter monsters of radically different level, meaningfully, by varying the number of monsters, or, to put it the other way, the DM would be able to use the exact same stats for a monster whether it was acting as a lone threat to a very low-level party, or part of a huge mob of similar monsters vs a much higher level party. </p><p></p><p>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. </p><p></p><p>They're just necessary consequences of Fast Combat and Bounded Accuracy. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6794468, member: 996"] 5e 'Legendary' monsters do go there. But, a big part of the idea of Bounded Accuracy (apart from being a pendulum swing away from 'big numbers'), was that it would enable the party to encounter monsters of radically different level, meaningfully, by varying the number of monsters, or, to put it the other way, the DM would be able to use the exact same stats for a monster whether it was acting as a lone threat to a very low-level party, or part of a huge mob of similar monsters vs a much higher level party. 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. They're just necessary consequences of Fast Combat and Bounded Accuracy. 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. [/QUOTE]
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