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<blockquote data-quote="R_J_K75" data-source="post: 8011304" data-attributes="member: 6921294"><p>When making up a creature or trap etc on the fly, which is quite often, I usually use this loose premise. Its not a science by any means so I tend to err on the side of caution and wear the party down than downright kill them with one attack. When I roll attacks I dont use bonuses, I just roll straight d20s. I tend to use d6 or d8 for damage rolls, depending on the number of attacks I may say a bite is 1d6 then the claw attack is 1d8. I usually dont use an AC higher than 17, saves are DC 12-14, and may give the encounter a special feature or defense, etc. If you feel the encounter is too weak then add a few more creatures coming from around the corner if its logical to do so. If it seems like its too hard then drop the creatures hit points, give the players the option to retreat or some other reasonable option to make sure they dont buy the farm. Have a trap malfunction on a successive round, or something similar. Two key points is to know relatively what your party can handle and dont let them know youre fudging things as you go. I only do this when Im not using a monster out of one of the published 5E books. </p><p></p><p>I'd say the table you gave from the book looks pretty close, but then again I dont have a really good handle on the math behind the rules myself.</p></blockquote><p></p>
[QUOTE="R_J_K75, post: 8011304, member: 6921294"] When making up a creature or trap etc on the fly, which is quite often, I usually use this loose premise. Its not a science by any means so I tend to err on the side of caution and wear the party down than downright kill them with one attack. When I roll attacks I dont use bonuses, I just roll straight d20s. I tend to use d6 or d8 for damage rolls, depending on the number of attacks I may say a bite is 1d6 then the claw attack is 1d8. I usually dont use an AC higher than 17, saves are DC 12-14, and may give the encounter a special feature or defense, etc. If you feel the encounter is too weak then add a few more creatures coming from around the corner if its logical to do so. If it seems like its too hard then drop the creatures hit points, give the players the option to retreat or some other reasonable option to make sure they dont buy the farm. Have a trap malfunction on a successive round, or something similar. Two key points is to know relatively what your party can handle and dont let them know youre fudging things as you go. I only do this when Im not using a monster out of one of the published 5E books. I'd say the table you gave from the book looks pretty close, but then again I dont have a really good handle on the math behind the rules myself. [/QUOTE]
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