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CRs and what is going on?
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<blockquote data-quote="shoak1" data-source="post: 6689037" data-attributes="member: 54380"><p><strong>Balor = cupcake</strong></p><p></p><p>WOW - this is the exact scenario I had w/my players just about; 6 PCs and 3 NPCs at L7 put a beat-down on a Balor. It sparked a gigantic internal debate among my players and I, followed by problem solving to find what went wrong. In our estimation, here are the relevant issues:</p><p></p><p><strong>1) Long rest=party wins vs anyone:</strong> Normally 9x L7s would be considered CR 12 (CR7 plus 5 extra PCs) and my PCs can normally handle guys 2 levels above (so CR 14 in this case), 6-8 times/day. 4 levels higher 4 boss encounters. But in 5e, PCs seem to be able to handle about 6 levels higher if they got all their pills to pop, ie just after a long rest (which they had just had). <u>So in other words, in 5e I need CR 18 to challenge a party this size in a long-rest-preceded boss fight.</u></p><p></p><p><strong>2) MANY MM CRs are waaaay off</strong> CR rating of Balor 19?!?! He gets only 2 attacks/turn other than aura, doing only 36 dmg. That means they are likely to be unable to 1-shot anyone. So throw in 2x L3 healing spells on PC turns and the PC is good as new. <u>He basically has the damage output of a L10 PC.</u> <u>And his AC (19) is preposterously equivalent to a L10 rogue.</u> Damage resistance vs non-magical weapons?[/B] really? useless vs. PCs past level 3-9 when they get magical weapons.</p><p></p><p>Solutions we implemented:</p><p>1) As a DM, I now try to find plausible ways of controlling rests so that featured battles aren't preceded by a long rest - or in some cases throw a dude 6 CRs higher at them if I plausibly encourage a long rest first.</p><p>2) Made Damage resistance for monsters effective vs non-magical weapons up to CR 4, vs all but +2/+3 weapons at CR 5-11, all but +3 weapons at CR 12-18, and all but legendary if CR 19+. That way it means a PC or 2 might have an appropriate magic item, but not all.</p><p>4) Revised AC and attacks for dozens of MM creatures to actually be comparable to a PC of the same level, in some cases adding powers and in others adding legendary actions.</p><p></p><p>My final Balor had AC 25 (not 19), has DR vs all but legendary weapons, gets 4 (not 2) attacks/round w/whip or longsword, and gets legendary actions (3/turn, telekenisis, summon dretches, teleport, 1/day firestorm). Arguably roughly equivalent to a L19 PC, and legitimately fear/awe inspiring to a group of 9x L7 PC/NPCs.</p></blockquote><p></p>
[QUOTE="shoak1, post: 6689037, member: 54380"] [b]Balor = cupcake[/b] WOW - this is the exact scenario I had w/my players just about; 6 PCs and 3 NPCs at L7 put a beat-down on a Balor. It sparked a gigantic internal debate among my players and I, followed by problem solving to find what went wrong. In our estimation, here are the relevant issues: [B]1) Long rest=party wins vs anyone:[/B] Normally 9x L7s would be considered CR 12 (CR7 plus 5 extra PCs) and my PCs can normally handle guys 2 levels above (so CR 14 in this case), 6-8 times/day. 4 levels higher 4 boss encounters. But in 5e, PCs seem to be able to handle about 6 levels higher if they got all their pills to pop, ie just after a long rest (which they had just had). [U]So in other words, in 5e I need CR 18 to challenge a party this size in a long-rest-preceded boss fight.[/U] [B]2) MANY MM CRs are waaaay off[/B] CR rating of Balor 19?!?! He gets only 2 attacks/turn other than aura, doing only 36 dmg. That means they are likely to be unable to 1-shot anyone. So throw in 2x L3 healing spells on PC turns and the PC is good as new. [U]He basically has the damage output of a L10 PC.[/U] [U]And his AC (19) is preposterously equivalent to a L10 rogue.[/U] Damage resistance vs non-magical weapons?[/B] really? useless vs. PCs past level 3-9 when they get magical weapons. Solutions we implemented: 1) As a DM, I now try to find plausible ways of controlling rests so that featured battles aren't preceded by a long rest - or in some cases throw a dude 6 CRs higher at them if I plausibly encourage a long rest first. 2) Made Damage resistance for monsters effective vs non-magical weapons up to CR 4, vs all but +2/+3 weapons at CR 5-11, all but +3 weapons at CR 12-18, and all but legendary if CR 19+. That way it means a PC or 2 might have an appropriate magic item, but not all. 4) Revised AC and attacks for dozens of MM creatures to actually be comparable to a PC of the same level, in some cases adding powers and in others adding legendary actions. My final Balor had AC 25 (not 19), has DR vs all but legendary weapons, gets 4 (not 2) attacks/round w/whip or longsword, and gets legendary actions (3/turn, telekenisis, summon dretches, teleport, 1/day firestorm). Arguably roughly equivalent to a L19 PC, and legitimately fear/awe inspiring to a group of 9x L7 PC/NPCs. [/QUOTE]
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