D&D (2024) New DMG Encounter Building Math vs 2014

So I've analyzed the DMG encounter building math, which I've included below. TLDR - Deadly difficulty is gone, Easy/Medium/Hard remain largely the same until level 8+, after which they get harder.

The big changes to the encounter math process are as follows:
  1. The XP number of each difficulty grade for each character level has been changed from a Floor to a Ceiling.
  2. The Encounter Multiplier for large groups and the concept of "adjusted XP" has been fully removed from the book.
For item #1, see the following excerpts from each DMG.

2014 DMG, indicating that the XP value is a Floor:
2014 XP.jpg


2024, indicating that the XP value is a ceiling:
2024 XP.jpg


People have been saying that the Low difficulty was removed and that Low is the new Medium, Medium is the new Hard, and Hard is the new deadly. This is INCORRECT. The ranges for each difficulty grade is largely unchanged, until levels 8+.

At levels 8+, the overall range for each difficulty grade gradually increase upwards, until 2024's Medium is closer to 2014's Hard, and 2024's Hard is closer to 2014's Deadly by level 20. 2024's Low remains similar to 2014's Low. This change generally acknowledges the fact that higher level parties can punch MUCH above their weight in 5e than the 2014 DMG assumed.

See the charts below for comparison. These number use a part of (4) PCs of each level:

2014:
Character LevelEasyMedHardDdly
1100 - 199200 - 299300 - 399400+
2200 - 399400 - 599600 - 799800+
3300 - 599600 - 899900 - 15991600+
4500 - 9991000 - 14991500 - 19992000+
51000 - 19992000 - 29993000 - 43994400+
61200 - 23992400 - 35993600 - 55995600+
71400 - 29993000 - 43994400 - 67996800+
81800 - 35993600 - 55995600 - 83998400+
92200 - 43994400 - 63996400 - 95999600+
102400 - 47994800 - 75997600 - 1119911200+
113200 - 63996400 - 95999600 - 1439914400+
124000 - 79998000 - 1199912000 - 1799918000+
134400 - 87998800 - 1359913600 - 2039920400+
145000 - 999910000 - 1519915200 - 2279922800+
155600 - 1119911200 - 1719917200 - 2559925600+
166400 - 1279912800 - 1919919200 - 2879928800+
178000 - 1559915600 - 2359923600 - 3519935200+
188400 - 1679916800 - 2519925200 - 3799938000+
199600 - 1959919600 - 2919929200 - 4359943600+
2011200 - 2279922800 - 3399934000 - 5079950800+

2024:
Character LevelLow RangeMed RangeHard Range
10 - 200201 - 300301 - 400
20 - 400401 - 600601 - 800
30 - 600601 - 900901 - 1600
40 - 10001001 - 15001501 - 2000
50 - 20002001 - 30003001 - 4400
60 - 24002401 - 40004001 - 5600
70 - 30003001 - 52005201 - 6800
80 - 40004001 - 68006801 - 8400
90 - 52005201 - 80008001 - 10400
100 - 64006401 - 92009201 - 12400
110 - 76007601 - 1160011601 - 16400
120 - 88008801 - 1480014801 - 18800
130 - 1040010401 - 1680016801 - 21600
140 - 1160011601 - 1960019601 - 24800
150 - 1320013201 - 2160021601 - 31200
160 - 1520015201 - 2440024401 - 39200
170 - 1800018001 - 2880028801 - 46800
180 - 2000020001 - 3480034801 - 56800
190 - 2200022001 - 4280042801 - 68800
200 - 2560025601 - 5280052801 - 88000

For point #2:

The XP multiplier is gone, full stop. No matter how big your enemy party, you only count their XP with a x1 multiplier. I would assume this will have a larger impact on the difficulty of encounters than the changed XP ranges.

As an example - in 2014, because of the XP multiplier, a group of (5) Direwolves vs (4) level 4 PCs is rated at Deadly, worth 2400XP.

However, in 2024 a group of (10) Direwolves vs (4) level 4 PCs is only rated at Hard, and is worth only 2000XP, despite being twice as difficult as the 2014 encounter.

Generally, I think this is an overcorrection and will result in early level TPKs that would've been avoidable under the 2014 encounter building rules.
 

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maeve

Explorer
Interesting. I'd noticed the change from a threshold to a budget, but hadn't really thought through its impact (or lack thereof) on the XP ranges.

People have been saying that the Low difficulty was removed and that Low is the new Medium, Medium is the new Hard, and Hard is the new deadly. This is INCORRECT. The ranges for each difficulty grade is largely unchanged, until levels 8+.
I'm pretty sure the designers of 5.5e are among the people that said this, which doesn't help matters. I recall them saying that that the old "easy" difficulty was too easy and so removed that difficulty and bumped everything up in the lower levels. I guess they must have misunderstood (or misremembered) the 5e rules.
 

Interesting. I'd noticed the change from a threshold to a budget, but hadn't really thought through its impact (or lack thereof) on the XP ranges.


I'm pretty sure the designers of 5.5e are among the people that said this, which doesn't help matters. I recall them saying that that the old "easy" difficulty was too easy and so removed that difficulty and bumped everything up in the lower levels. I guess they must have misunderstood (or misremembered) the 5e rules.
Or they only meant in the higher ranges. They've communicated like that before, where they were focused on a specific thing in their mind, but used language that covers a lot broader area to those who aren't in the middle of the design process with them and already know what they are talking about.

I give people a pass on that one, because it's not an unusual thing to do in extemporaneous conversation.
 

Or they only meant in the higher ranges. They've communicated like that before, where they were focused on a specific thing in their mind, but used language that covers a lot broader area to those who aren't in the middle of the design process with them and already know what they are talking about.
Very possible.

The removal of the group multiplier is, in my opinion, a far more impactful change than adjusting the upper level difficulty thresholds.
 

Xeviat

Dungeon Mistress, she/her
Ok, that means I can continue using the 2014 guidelines, using the multipliers and the medium, hard, and deadly marks as my metrics. They've worked well for me.

2 CR 2s is a harder fight than 1 CR 2 back to back with another CR 2. The lack of a multiplier doesn't acknowledge that.

I kind of miss 3E's 0 XP once something was sufficiently below you.

But I still want to recreate 4E's system and rebuild the monsters.
 

Ok, that means I can continue using the 2014 guidelines, using the multipliers and the medium, hard, and deadly marks as my metrics. They've worked well for me.

2 CR 2s is a harder fight than 1 CR 2 back to back with another CR 2. The lack of a multiplier doesn't acknowledge that.
You are correct. But having 2 encounters in a row was never correctly acknowledged.

1 CR 2, short rest 1 CR2 was also easier than two 1CR2 back to back.

Also you miss that if both CR 2's are fought at the same time, area of effect abilities become twice as effective.

It seems that optimizer's hate for area damage favours the old multiplier rule.

As soon as area damage is there, many low CR monsters are easier to beat than a single one.
I kind of miss 3E's 0 XP once something was sufficiently below you.

But I still want to recreate 4E's system and rebuild the monsters.
 

Ok, that means I can continue using the 2014 guidelines, using the multipliers and the medium, hard, and deadly marks as my metrics. They've worked well for me.

2 CR 2s is a harder fight than 1 CR 2 back to back with another CR 2. The lack of a multiplier doesn't acknowledge that.
Agree, same takeaway for me. The biggest thing to keep in mind is that higher level parties can handle harder average encounter difficulties.

Which, like.... yeah. Anyone who's run a lot of 5e has realized that.
 

gorice

Hero
So I've analyzed the DMG encounter building math, which I've included below. TLDR - Deadly difficulty is gone, Easy/Medium/Hard remain largely the same until level 8+, after which they get harder.

The big changes to the encounter math process are as follows:
  1. The XP number of each difficulty grade for each character level has been changed from a Floor to a Ceiling.
  2. The Encounter Multiplier for large groups and the concept of "adjusted XP" has been fully removed from the book.
Wait, so you're saying that for a group of say, level 5 characters, a 'hard' encounter is actually easier than in 2014, so long as they don't get overwhelmed by a horde of mooks?

Also, there is no deadly difficulty? Are XP values for monsters still the same as they were in 2014?

I'm flabbergasted. The 2014 encounter rules were already far too easy at all levels except perhaps 1-2. I used to build 'deadly' encounters as a baseline, and scale up from there. I've never seen a single party defeated using the 2014 encounter rules.

What's even more surprising is that the concept of attrition has been done away with. So, not only are encounters easier, but parties are expected to go into them at full strength.

I've got to be missing something, right?
 

Wait, so you're saying that for a group of say, level 5 characters, a 'hard' encounter is actually easier than in 2014, so long as they don't get overwhelmed by a horde of mooks?
No, the difficulty is the same. Hard is Hard, its the same band of XP values. A single CR 8 creature is a Hard encounter in both methods.

The differences only show up when you build encounters which trigger the XP Multiplier - that is, swarms of weak creatures or small groups of medium power creatures.

Also, there is no deadly difficulty? Are XP values for monsters still the same as they were in 2014?
Correct, deadly is gone. XP values are the same.

I've got to be missing something, right?
I think making the game easier at lower levels and equally or more difficult at higher levels was the design goal.
 

OB1

Jedi Master
No, the difficulty is the same. Hard is Hard, its the same band of XP values. A single CR 8 creature is a Hard encounter in both methods.

The differences only show up when you build encounters which trigger the XP Multiplier - that is, swarms of weak creatures or small groups of medium power creatures.


Correct, deadly is gone. XP values are the same.


I think making the game easier at lower levels and equally or more difficult at higher levels was the design goal.
Fantastic analysis @SpellObjectEnthusiast and this makes a ton of sense. Basically, they've removed 'Deadly' at lower levels, which makes sense, given how easy it is for a few die rolls to wipe out a character or even a party at lower levels.
 

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