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Weak 5e monsters
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<blockquote data-quote="dmnqwk" data-source="post: 6781720" data-attributes="member: 6804204"><p>A level 11 and 2 level 9 PCs should find a single Tyrannosaurus scraping into a medium encounter, but realistically very easy.</p><p></p><p>One problem with a lot of monsters in 5th edition is the lack of Armour Class attached - A Dex 20 Rogue getting to Assassinate is rolling advantage and only needing like a 4 to hit for up to 12d6 (shortsword plus 5d6 sneak) + 5 damage, or over 1/3rd of the monster's health in a surprise round of combat.</p><p></p><p>5th edition doesn't offer decent AC to monsters, keeping their AC in line with players instead, which cause difficulty to go out of the window in a lot of cases. If a Tyrannosaurus had an AC of 20 from it's insanely thick hide combat might feel completely different, and much more challenging, as the PCs move from hitting every time, to a 50% shot, allowing a lot more randomness to creep into the encounter.</p><p></p><p>With most groups, you need to tailor encounters to attack their weakest area to challenge them - in a group with a barbarian and rogue, find ways to deny sneak attack in combat by disabling the barbarian (psychic attacks or intelligence drains) if you want to challenge them. And realise any monster who is being hit on a 5+ is probably not going to challenge the group when the Rogue can do 25 points a round, the Barb can get in 20 (or 40 if they are GWM) and the Cleric can chip in 10-15 on top guaranteed.</p></blockquote><p></p>
[QUOTE="dmnqwk, post: 6781720, member: 6804204"] A level 11 and 2 level 9 PCs should find a single Tyrannosaurus scraping into a medium encounter, but realistically very easy. One problem with a lot of monsters in 5th edition is the lack of Armour Class attached - A Dex 20 Rogue getting to Assassinate is rolling advantage and only needing like a 4 to hit for up to 12d6 (shortsword plus 5d6 sneak) + 5 damage, or over 1/3rd of the monster's health in a surprise round of combat. 5th edition doesn't offer decent AC to monsters, keeping their AC in line with players instead, which cause difficulty to go out of the window in a lot of cases. If a Tyrannosaurus had an AC of 20 from it's insanely thick hide combat might feel completely different, and much more challenging, as the PCs move from hitting every time, to a 50% shot, allowing a lot more randomness to creep into the encounter. With most groups, you need to tailor encounters to attack their weakest area to challenge them - in a group with a barbarian and rogue, find ways to deny sneak attack in combat by disabling the barbarian (psychic attacks or intelligence drains) if you want to challenge them. And realise any monster who is being hit on a 5+ is probably not going to challenge the group when the Rogue can do 25 points a round, the Barb can get in 20 (or 40 if they are GWM) and the Cleric can chip in 10-15 on top guaranteed. [/QUOTE]
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