MonsterEnvy
Legend
This topic about Challenge Rating was starting to annoy in the Dragonlance Thread so here is it’s own thread.
This topic about Challenge Rating was starting to annoy in the Dragonlance Thread so here is it’s own thread.
Funny enough Soth the monster that started this conversation has multiple abilities that counter this. His basic attack prevents healing, and his two special attacks have one that instantly kill anyone brought to Zero and the other raises any bodies or those killed by it as Skeletons.That's rough with 5e, though. Unless the healer goes down and there isn't another one, it's pop goes the weasel unless I start having all the enemies chop downed PCs. Stopping at 0 and not going negative means that even 1 point of healing brings you back.
Yes and I like his construction quite a bit. Most monsters are not built like that, though. It would also feel fairly contrived if too many are. You shouldn't build the game to work one way and then build another part of the game to negate the first part. The game shouldn't fight itself.Funny enough Soth the monster that started this conversation has multiple abilities that counter this. His basic attack prevents healing, and his two special attacks have one that instantly kill anyone brought to Zero and the other raises any bodies or those killed by it as Skeletons.
I think the 4E system hit the sweet spot. For each PC of level X, the "baseline challenge" is one standard monster of that level; four minions of that level; one-half an elite monster; or one-fifth of a solo monster.
If your players are expert optimizers and strategists, or you want this encounter to be harder than normal, you can go up from the baseline challenge by N levels, and you'll increase the difficulty by a consistent amount -- so, if you find that your PCs require a 6th-level encounter at level 4, you can safely assume they will require a 10th-level encounter at level 8.
Assembling a challenge in 4E was a snap. Unfortunately, the second half (calibrating difficulty) relies on PCs having a smooth power curve, where each PC level is X% more powerful than the previous level. That is not the case in 5E, where there are big power spikes at certain levels, most notably 5th.
It doesn't even have to be that drastic. Any given combination of 4 classes and subclasses is going to have different strengths and weaknesses than other combinations. Monsters just can't be built to take all of those differences into consideration.I feel CR is pointless, except as a rough indicator of power.
A difference between a group of 6 power gamers with a generous DM, who have optimized their damage is a world of difference to another group of 5 actors who are just out having fun in a low magic setting.
The first group could destroy triple the number of monsters of the second group.
So any CR calculator is always wrong.
A well-designed CR system provides tools to compensate for this.I feel CR is pointless, except as a rough indicator of power.
A difference between a group of 6 power gamers with a generous DM, who have optimized their damage is a world of difference to another group of 5 actors who are just out having fun in a low magic setting.
The first group could destroy triple the number of monsters of the second group.
So any CR calculator is always wrong.