Wizards of the Coast has previewed (part of) the stat block for one of its iconic monsters on social media. Take a look!
A high difficulty encounter is just one that could be lethal for one or more characters. There isn't even the expectation that it will likely be. It just has the possibility to be.
It's also not designed to be a "solo" monster.
These sorts of monsters will have allies and minions to call on,
the PCs will have needed to face challenges before getting to these monsters,
the terrain will be in the monster's favour,
and the monsters will have escape plans.
OK, if I got this correct it looks like your setting up a "bed of nails" look. In that case, the 1,000 nails cause less damage because your weight is distributed and they don't puncture your shoe or foot. That assumes the nails are tightly enough spaced to function that way of course.Since you know where I was going with this, you could make your own assumptions. But I gladly answer your questions.
Of course.
Normal nails.
All the same length.
Shooes with a thin flat sole. But actually does not matter.
That your foot can rest on them.
Thin metal spikes (1mm diameter, pointy end)
All the same.
You are correct! I was thinking of the red dragon which has 91 fire damage. Never mind, and thank you for the correction! I am now hopeful the breath weapons are not nerfed.I just checked, and this is actually exactly the same as the 2014 ancient gold dragon breath weapon.
I agree and disagree. I think potentially killing 1/4 characters is good for a High Damage creature. I'm not sure if this actually does that though; there are lots of resistances and temporary hit point pools at high levels, so you need to hit significantly harder then you think you do to actually make the party think someone will go down. I do think the damage should have been boosted by about 50% here.Lethality for a single character is a complete irrelevance at Epic Levels. It doesn't mean anything. The deceased character will be back on their feet before the party get done counting the treasure.
If Highly difficult encounters don't have a possibility of a TPK then they should not be described as Highly Difficult. Not saying the PCs shouldn't have an advantage, but maybe a 25-35% chance of things going sideways for the whole party if they make extremely bad decisions or face terrible bad luck.
If the best thing a Highly Difficult Encounter might achieve is "maybe" killing one character then it represents no threat at all.
Going by the XP Award it fills the XP Budget for a party of 5 x L17 characters, 4 x L18 characters, 4 x L19 characters (encountered in its Lair) and 3 x L20 characters (again encountered in its lair). That sounds like a Solo monster to me.
Potentially so does every other monster. But the XP Reward says its a Highly difficult encounter as a Solo monster.
Other challenges guaranteed to be even weaker encounters...or as Epic Characters might say, "Speed Bumps".
Hardly a game changer.
If it can avoid dying in 2 rounds maybe it can return to fight another day when the PCs will likely be even more powerful.
You expect me to read three whole sentences?!True, which is why I said it was "spending an action to force any targets that saved/avoided to make the save again, and meaningless otherwise" two sentences later.
One of the best additions to the DMG for 2024 I think."Rules aren't Physics" is RAW as of the 2024 DMG. Literally with that wording. D&D rules explicitly run on vibes-based physics unless the DM says otherwise. It's a game, not a simulation.
I don't disagree with the above.
Of course they are. Reactions are more easy to take away. Has nothing to do with legendary resistance.
I fear being bludggeoned by a huge hammer more than a swipe from a huge claw.
Because the hammer is build to build up a lot more momentum. This is why people use long heavy hammers to smash walls, not claws.
And it is way more swingy. At some point in D&D history designers decided that combat should not end after a single unlucky roll.
So HP of monsters went up. Damage went down.
Since monster HP are generally than PC HP, comparing monster damage and PC damage is moot.
I am also not sure if I like that 100%. But I have seen high level Monsters I designed over the course of hours in 3e go down before they could act because of lucky initative rolls and some lucky attacks.
If it were my choice, PC damage would be reduced and monster HP would be reduced. So both sides of the screen had equal numbers and you could meaningfully compare those stats.
But players always start crying if you reduce their numbers, because they always see only half the picture (look at paladin outcries everywhere).
While I think we generally beat the same drum when it comes to monster damage, I just want to point it was even worse in 4e. The 4e ancient gold had 1,088 HP and its breath weapon did a terrifying 27 (4d8+9) fire damage and the target was weakened. Yikes!However, I think 5e has crossed the Rubicon with these damage numbers which are lacklustre and will be regarded as such by Epic Tier characters and as a consequence their Players.
By all accounts so far this MM will raise the danger of high CR monsters over the 2014 MM. That coupled with the revised encounter XP thresholds mean that high level encounters are about 50% more dangerous. So they did make a correction, and a good one, but it didn't go far enough IMO.WotC have known for 10 years the damage numbers were too low, their sweeping change of adding +9 fire damage to a Rend does not convince me they have as yet solved the issue.
The empyrean is still huge. And this is what it was compared to.
If Legendary Resistance denies that 'take away' of Reactions, I don't see the major difference.
Is there a 100 ton monster swiping its Huge Claw?
I want to see tge rest of tgmhe dragon stat block...Which I largely agree with.
However, I think 5e has crossed the Rubicon with these damage numbers which are lacklustre and will be regarded as such by Epic Tier characters and as a consequence their Players.
WotC have known for 10 years the damage numbers were too low, their sweeping change of adding +9 fire damage to a Rend does not convince me they have as yet solved the issue.
But if you get through. Which you should. Taking away reactions is easier.We know PCs and the monsters average x amount of damage and have y amount of Hit Points. Yes there are more variables but we can eyeball at a glance which wins on average.
Which would seemingly be impossible since the advent of Legendary Resistance.
So now with its high initiative bonus, the dragon might go first instead of last. Big difference to 5.14.We can compare the stats just by looking at them. The Dragon's damage is extremely low. Epic characters have myriad healing options, recovery options, bonus actions and so forth.
True but these "Solo" monsters should be designed to survive 3 rounds against an average Party of 4 (of the appropriate Level) and give them a Highly Difficult fight - that means a good chance of taking down one of the four PCs each round.
If the average Epic PC damage is 75 (for the sake of argument) and it is successful 2/3rds of the time that means the Dragon can survive 11 PC turns (for simplicity). So if it does not drop a PC by the end of Round 1 it is killed in round 3. If the Party go 'nova' on it (Action Surges etc.) it can expect to fall in perhaps 2 rounds.
I don't consider dragon breath low damage. And if the other breath delivers, there might be a good turnaround. But without the other half of the stat block, one guess is as good as the other.If the average Epic Tier PC (Level 18 we can say) has 150 HP and the dragon has a max output of 180 per round and hits 2/3rds of the time then the dragon takes 5 rounds to kill all the PCs.
Now the problem with lowering the damage and upping the number of attacks is that the Dragon scoring a Crit gives it much less of an advantage. As you noted yourself, fights are now far less swingy. But the flipside is that they are now far more predictable as a result. Without a few high damaging attacks that can crit the dragon has no chance to swing the fight.
Yes. Exactly. But even if not that tight, the force is distributed over all nails. So every nail has a harder time to pierce your skin.OK, if I got this correct it looks like your setting up a "bed of nails" look. In that case, the 1,000 nails cause less damage because your weight is distributed and they don't puncture your shoe or foot. That assumes the nails are tightly enough spaced to function that way of course.