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Surf's D&D 5e Monster Analysis
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<blockquote data-quote="Elric" data-source="post: 6400910" data-attributes="member: 1139"><p>Do you have plans to look at the encounter guidelines and the progression of how much tougher monsters get by level (or maybe you already have done this)?</p><p></p><p>It seems to me that PC and monster power doesn't scale as fast in general as the XP numbers alone would imply (e.g., a CR 5 Hill Giant worth 1,800 XP is not as deadly as 4 CR 2 Ogres worth 450 XP each). So large numbers of lower CR monsters would be too strong relative to what the XP total suggests. </p><p></p><p>The encounter XP multiplier (basic DM guide, p. 57) helps to address that design flaw. However, the XP multiplier is itself flawed (as an encounter with an Adult Red Dragon and 3 Kobolds demonstrates).</p><p></p><p>My take is that some monsters are particularly dangerous in groups (e.g., with their own kind, like Intellect Devourers, or with any melee combatant, like Hobgoblins). Those should have been handled with special guidelines in their stat blocks (CR varies based on group composition), and XP should have simply scaled more slowly as CR increased (with the corresponding decrease in the XP budget encounter guidelines), thus obviating the need for a multiplier. But I would like to see your analysis of the issue!</p></blockquote><p></p>
[QUOTE="Elric, post: 6400910, member: 1139"] Do you have plans to look at the encounter guidelines and the progression of how much tougher monsters get by level (or maybe you already have done this)? It seems to me that PC and monster power doesn't scale as fast in general as the XP numbers alone would imply (e.g., a CR 5 Hill Giant worth 1,800 XP is not as deadly as 4 CR 2 Ogres worth 450 XP each). So large numbers of lower CR monsters would be too strong relative to what the XP total suggests. The encounter XP multiplier (basic DM guide, p. 57) helps to address that design flaw. However, the XP multiplier is itself flawed (as an encounter with an Adult Red Dragon and 3 Kobolds demonstrates). My take is that some monsters are particularly dangerous in groups (e.g., with their own kind, like Intellect Devourers, or with any melee combatant, like Hobgoblins). Those should have been handled with special guidelines in their stat blocks (CR varies based on group composition), and XP should have simply scaled more slowly as CR increased (with the corresponding decrease in the XP budget encounter guidelines), thus obviating the need for a multiplier. But I would like to see your analysis of the issue! [/QUOTE]
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