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DMG's definition of "Deadly" is much less deadly than mine: Data Aggregation?
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<blockquote data-quote="Chaosmancer" data-source="post: 6704599" data-attributes="member: 6801228"><p>One thing I know the CR system is supposed to account for, that I can't tell if it does is the various abilities of the monsters. A CR X "beatstick" (no specials, just damage and hp) is less challenging than a CR X caster. Heck, even a CR X-2 caster I'd think.</p><p></p><p>I haven't been keeping close track but a few things I noticed from my last campaign and a convention game.</p><p></p><p>-Vampires with their ability to regen and deal damage at the same time are much harder to beat than their CR suggests</p><p>-Groups of Flameskulls are a massive force multiplier, because each one gets 3 fireballs per day, and even high level groups get dusted by 3-5 of them .</p><p>-A monster without the ability to disengage quickly is essentially dead if it can't drop a pc. Alternatively, Goblins with their stealth and bonus actions are very annoying even at higher levels if the terrain favors their guerilla warfare style. It is all about who pins who into getting hit.</p><p>-Intelligent enemies who prepare for the PC's tactics and abilities are harder than stupid enemies who don't, but weaker if they don't actually prepare anything</p><p>-Hordes are great if they don't use fireballs for whatever reason, because it spreads out the damage from classes like the fighter or paladin.</p><p>-Frakking assassins</p><p></p><p></p><p>The last one comes from a player in that campaign, he'd solo encounters. I think by the end he was a lv 6 assassin rogue lv 2 ranger (he wanted longbows). That first critical sneak attack wrecked encounters, to the point where I remember once or twice putting a big massive enemy into the fight, simply to absorb that initial attack. Solo enemies never worked.</p><p></p><p>Not sure how much it helps, but I built a deadly encounter with a vampire lord and flameskulls for a con. I wrecked the pcs so hard I still feel bad about it to this day. It was 6 lv 10 pcs in the game, though at least one left the dungeon before the fight began.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 6704599, member: 6801228"] One thing I know the CR system is supposed to account for, that I can't tell if it does is the various abilities of the monsters. A CR X "beatstick" (no specials, just damage and hp) is less challenging than a CR X caster. Heck, even a CR X-2 caster I'd think. I haven't been keeping close track but a few things I noticed from my last campaign and a convention game. -Vampires with their ability to regen and deal damage at the same time are much harder to beat than their CR suggests -Groups of Flameskulls are a massive force multiplier, because each one gets 3 fireballs per day, and even high level groups get dusted by 3-5 of them . -A monster without the ability to disengage quickly is essentially dead if it can't drop a pc. Alternatively, Goblins with their stealth and bonus actions are very annoying even at higher levels if the terrain favors their guerilla warfare style. It is all about who pins who into getting hit. -Intelligent enemies who prepare for the PC's tactics and abilities are harder than stupid enemies who don't, but weaker if they don't actually prepare anything -Hordes are great if they don't use fireballs for whatever reason, because it spreads out the damage from classes like the fighter or paladin. -Frakking assassins The last one comes from a player in that campaign, he'd solo encounters. I think by the end he was a lv 6 assassin rogue lv 2 ranger (he wanted longbows). That first critical sneak attack wrecked encounters, to the point where I remember once or twice putting a big massive enemy into the fight, simply to absorb that initial attack. Solo enemies never worked. Not sure how much it helps, but I built a deadly encounter with a vampire lord and flameskulls for a con. I wrecked the pcs so hard I still feel bad about it to this day. It was 6 lv 10 pcs in the game, though at least one left the dungeon before the fight began. [/QUOTE]
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DMG's definition of "Deadly" is much less deadly than mine: Data Aggregation?
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