D&D General Tiered Enemies

Reynard

aka Ian Eller
Supporter
D&D is a level based game and always has been. Part of that, since the beginning, has been the idea of "tiered enemies" -- that is monsters/adversaries designed for and aimed at characters of specific levels or level ranges. While some editions have made more of this than others, with rules and guidelines for "appropriate encounter levels", every edition has leaned into it.

I am curious what folks feel about tiered enemies. Specifically, i am curious what folks think about tiered enemy TYPES. For example, bandits are traditionally a low to low-mid level enemy type. You might have to contend with them and mid and low-high levels, but only in great numbers. but, generally speaking, bandits are low level enemies. in the same way, giants are traditionally mid to high level enemy types.

There have been editions where efforts were made to expand and extend the value of enemies across tiers. 3.x allowed and encouraged the Gm to add class levels to lower tier enemies to keep them competitive as the PCs gain level, and 4E (and to a much lesser extent 5E) offered different specific iterations of creatures across level ranges and tiers of play.

What do you think about tiered enemies. Do you like or prefer certain monster or enemy types to be "locked" to lower or higher tiers of play. Or do you think that enemy types should have examples that cross most or all tiers of play? How do you handle the relationship between enemy types and the tiers of play? Does it change with the version of D&D you are playing, or do you have a "standard" that cuts across editions?

One note: this discussion is inevitably going to discuss things like CR and EL and APL. I would rather we not overly worry about the accuracy of the various systems that D&D has used over time to balance encounters. that is beyond the scope of the discussion, IMO. Thanks.
 

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I like the idea of locked monster types and the utility of unlocked/tiered types.

Maybe not a strong answer to your specific questions but for “locked” sets of monsters, I would love more resources for GMs on how to use them at different tiers. Even if it’s not direct combat.
  • “How to menace a 10th level party with goblins”
  • “How to engage your low level party with a beholder”

I think there’s a lot of space for creativity before adding tiered versions (even though I quite enjoy those too).
 

What do you think about tiered enemies. Do you like or prefer certain monster or enemy types to be "locked" to lower or higher tiers of play. Or do you think that enemy types should have examples that cross most or all tiers of play? How do you handle the relationship between enemy types and the tiers of play?
I dont like locked tiers, nor do I like higher level templates. I am very fond of bounded accuracy and if it were up to me the game would only have 10 levels.
Does it change with the version of D&D you are playing, or do you have a "standard" that cuts across editions?
Most certainly. 3E/PF1 I will use templates, but I also aim for E6 or E8 and if that fails, ill conclude any game im running by level 12-14.

5E runs fairly smooth start to finish.

PF2 I learned a hard lesson. Solo fights should be rare (they actually work and are challenging), and instead focus on batches of lower level enemies. I also would use proficiency without level variant to give the players a little more upward punch.
 

I like tiered enemies.

But some monsters could be multiple tiers.

Like tiger is a Tier 1 monster. You can't really use it after Tier 1 unless you are focused on attrition.

A Hill giant is a Tier 1 threat but a Tier 3 nuisance. It's designed simple enough to be used in tiers 1-3 but in different ways.

A generic MM Mage is a T2 enemy. Fireballs and CoC is too much work and risk for DMs to be used in mass.
 



I think it depends on the scenario and the assumed power level of the game. I've been using a custom Space Ogre monster in my spelljammer game since it started at 5th level (it's now at 12th level) but I have adjusted the to hit and damage slightly to make sure it's still relevant. The difference is at 5th level, the Space Ogre was a miniboss whereas now it's just a tough mook.

I had thought about using something akin to 4E minion rules in tier 4 where the Space Ogre is a trash mob, but my party has so much AOE that I'm not sure that's even necessary for the desired effect.
 

I think it depends on the scenario and the assumed power level of the game. I've been using a custom Space Ogre monster in my spelljammer game since it started at 5th level (it's now at 12th level) but I have adjusted the to hit and damage slightly to make sure it's still relevant. The difference is at 5th level, the Space Ogre was a miniboss whereas now it's just a tough mook.
Out of curiosity, did you reflect that in the fiction? As in, was there a reason the creature was a boss before but a mook now?
 

Out of curiosity, did you reflect that in the fiction? As in, was there a reason the creature was a boss before but a mook now?
No the party just got stronger. Like I think it's a CR 6 creature so how many of them the party can handle has just gone up.
 

No the party just got stronger. Like I think it's a CR 6 creature so how many of them the party can handle has just gone up.
I always felt like that was weird and struggled with how to make it make sense in the fiction for the 3rd level terrifying boss to be the mooks at 7th level.
 

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