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<blockquote data-quote="dave2008" data-source="post: 8000330" data-attributes="member: 83242"><p>First and foremost, when building encounters everything is dependent on the group your building the encounter for (size, skill, optimization, etc.). Unfortunately, that is an issue that is never discussed in the DMG (except size). 5e allows for a wide range of play styles and this needs to be considered when designing encounters.</p><p></p><p>OK, first I am strictly speaking about solo monsters. Next, notice in the paragraph you quoted it specifically warns you of the danger of higher CR monsters at <strong>low level</strong>. This is true. However, as PCs go up in level their strength relative to monsters of equivalent CR goes up. I have not plotted the divergence, but if level+1 is dangerous at First. it is probably level +7 or so when you get to 10th. Then there are some oddities when it comes to the DMG encounter builder. First it is noted to be for groups of 3-5 PCs. However, a 5 person group does a lot more damage, and can take a lot more damage, than a 3 person group. On top of this, the DMG recommends that a 6 person group consider a solo monster to be 1/2 its XP value when calculating encounter difficulty. Therefore, I think it is safe to say the encounter guidelines are really built around a 3 person group and need to be adjust for groups larger than 3. So, IMO, a solo monster should be, when making encounter budgets, 80% is XP value for a 4 person group, and 65% is XP value for a 5 person group.</p><p></p><p>If you look at a CR 21 monster (33,000 XP) that is:</p><p>6 PC party = 16,5000 (33,000 *0.5) XP budget (16,800 is deadly for lvl 10 group)</p><p>5 PC party = 21,450 (33,000 * 0.65) XP budget (22,500 is deadly for lvl 12 group)</p><p>4 PC party = 26,400 (33,000 * 0.8) XP budget (25,600 is deadly for lvl 15 group)</p><p></p><p>This seems to work well to me, depending on your groups composition, equipment, and skill.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8000330, member: 83242"] First and foremost, when building encounters everything is dependent on the group your building the encounter for (size, skill, optimization, etc.). Unfortunately, that is an issue that is never discussed in the DMG (except size). 5e allows for a wide range of play styles and this needs to be considered when designing encounters. OK, first I am strictly speaking about solo monsters. Next, notice in the paragraph you quoted it specifically warns you of the danger of higher CR monsters at [B]low level[/B]. This is true. However, as PCs go up in level their strength relative to monsters of equivalent CR goes up. I have not plotted the divergence, but if level+1 is dangerous at First. it is probably level +7 or so when you get to 10th. Then there are some oddities when it comes to the DMG encounter builder. First it is noted to be for groups of 3-5 PCs. However, a 5 person group does a lot more damage, and can take a lot more damage, than a 3 person group. On top of this, the DMG recommends that a 6 person group consider a solo monster to be 1/2 its XP value when calculating encounter difficulty. Therefore, I think it is safe to say the encounter guidelines are really built around a 3 person group and need to be adjust for groups larger than 3. So, IMO, a solo monster should be, when making encounter budgets, 80% is XP value for a 4 person group, and 65% is XP value for a 5 person group. If you look at a CR 21 monster (33,000 XP) that is: 6 PC party = 16,5000 (33,000 *0.5) XP budget (16,800 is deadly for lvl 10 group) 5 PC party = 21,450 (33,000 * 0.65) XP budget (22,500 is deadly for lvl 12 group) 4 PC party = 26,400 (33,000 * 0.8) XP budget (25,600 is deadly for lvl 15 group) This seems to work well to me, depending on your groups composition, equipment, and skill. [/QUOTE]
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