Once you're out of Hit Dice, the only healing that you can get out of a short rest comes from a Cleric of Life, and not all parties have one of those.
Land Druids can too actually, as well as some Warlock multiclasses.
Once you're out of Hit Dice, the only healing that you can get out of a short rest comes from a Cleric of Life, and not all parties have one of those.
I don't use math or numbers to figure out encounter difficulty (for the same reasons everyone else have given)... but the two things I do to monsters any time I want to make them more deadly with minimum change is give them all Pack Attack and Sneak Attack +2d6 to +4d6.
I find just by doing that... I turn groups of like four or five monsters (orcs, satyrs, anything really) into much bigger threats. The bonuses they get to hit and crit due to Advantage from Pack Attack plus the additional damage they produce is enough to really quickly reduce party HP, making them start to freak.
I found that almost always hitting, critting much more regularly, and for larger damage swings against many different members of the party (especially when they reach the ones in the back rows) does more to freak my party out than singular large monsters that have huge bags of HP but only wail away on one (or maybe two) party members-- oftentimes the tank-- at a time.
While I understand this mechanically, do you try and justify these changes at all?
That's too bad. Simply adjusting the rest opportunities to make a 'day' whatever in-game period has 6-8 encounters in it, whether it's 3 hours spent in a dungeon or two and a half years exploring a continent, is one way of slicing through the gordian knot of 5e class-balance/encounter-difficulty/pacing interdependence.I appreciate the suggestions so far. But I'm trying not to change other basic structures of the game. I'd like to keep the rest/healing rules as they are, and I'd like not to rely on lingering injuries. Thank you, though.
Then you might consider adjusting your pacing to match the guidelines, if you want usable guidelines. I know, not helpful....I'd like to keep the rest/healing rules as they are, and I'd like not to rely on lingering injuries.
The next question is do you care about "class balance" at all.I love 5E, but the whole attrition-based "6-8 encounters per day" model doesn't work for me. I vastly prefer one or two fights per adventuring day, but with each one being a lot tougher.
Personally, I find that 5e really lends itself to that style. It may just be a matter of getting used to running that way. It can be a lot of fun.Thus far, I've been winging it, trying to run by feel, but I'm still finding myself struggling.
The obvious solution is to stick to a smaller number of creatures, and ratchet up the CR of the enemies and/or give them additional advantages (Lair actions, legendary actions, terrain features, non-PC-usable items, mission parameters that constrain the PCs strategies, etc).I almost always wind up with either 1) a fight that's not as tough as I intend, or 2) a fight that has too many creatures and thus takes way too long to complete.
Between bounded accuracy and the variability across classes (and thus party compositions), there really can't be nice clean guidelines. The existing guidelines just aren't dependable w/in the pacing of encounters they're intended for, they're not going to get any better outside that range.I'm hoping that some of you who might share this preference, but are more mathematically inclined than I am, have come up with some vague guidelines. I'm not looking for anything too specific, but more just like a "build an encounter that's X-times harder than 'deadly' for a group your size and level" sort of thing.
Larger (in numbers of creatures) and longer fights wouldn't quite be the thing, then, because that would be re-introducing attrition, just over rounds instead of over a day. Neither would just turning encounter difficulty up to 11 by dialing up CRs exactly accomplish that.Or, to put it another way, I'm not looking to make attrition workable. I'm looking for a way to make fights dangerous and fun without the use of attrition.
I wish I had a greater variety of advice for you, but I honestly think you're already on the right track: Don't worry so much about stating it out in advance, and feel your way through each battle to manufacture the experience you want for your players. It's an art, and you'll get better at it as you go.(I'm already familiar with techniques like waves of combatants and the like. But I really am just looking for better ways to estimate the challenge of a single fight. I want the group to come through it feeling like they've gone through the wringer, but not take so long or become so repetitive it gets boring.)
So, this topic's come up a lot here and there, but I don't think I've seen a thread devoted to it.
I love 5E, but the whole attrition-based "6-8 encounters per day" model doesn't work for me. I vastly prefer one or two fights per adventuring day, but with each one being a lot tougher.
Thus far, I've been winging it, trying to run by feel, but I'm still finding myself struggling. I almost always wind up with either 1) a fight that's not as tough as I intend, or 2) a fight that has too many creatures and thus takes way too long to complete.
I'm hoping that some of you who might share this preference, but are more mathematically inclined than I am, have come up with some vague guidelines. I'm not looking for anything too specific, but more just like a "build an encounter that's X-times harder than 'deadly' for a group your size and level" sort of thing.
(I'm already familiar with techniques like waves of combatants and the like. But I really am just looking for better ways to estimate the challenge of a single fight. I want the group to come through it feeling like they've gone through the wringer, but not take so long or become so repetitive it gets boring.)
definitely. Even a few levels of fighter gives an action surge so the base humanoid monster can surprise the pcs with more attacks and extra hit points. I was able to challenge an 8th level fighter PC who had ac 20 and thought he was invulnerable by pitting the party against 6 hidden bugbear fighters (2 levels of fighter each) and 1 bugbear shaman (5 levels of wizard).Quick easy solution class lvls. 5 goblins ohh this is easy. 2 lvl 5 golbin barbs, a lvl 5 goblin wizard, and 2 lvl 5 goblin clerics. Suddenly not the kind of encounter to take lightly.