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<blockquote data-quote="I'm A Banana" data-source="post: 6721905" data-attributes="member: 2067"><p>That's not really how it goes, but whatever. It's shouldn't be a major surprise that a tool doesn't work as well when you're not using it for its intended purpose. </p><p></p><p>To run fewer, harder combats and still keep CR roughly meaningful, you might want to look into rolling encounters together per the DMG's phased encounter guidelines - roll two encounters into one by having some sort of trigger for the second encounter within the first, have the enemies come in waves, etc. </p><p></p><p>A "harder" encounter in 5e isn't usually an encounter of a higher CR, it's an encounter with more creatures. </p><p></p><p></p><p></p><p>It's possible to one-shot a single encounter with a lucky roll. This allows for luck to be meaningful in the game's narrative. If you'd like to reduce the level of luck that can apply to the narrative, you might have to do some more creative things (give certain "powerful" creatures legendary resistance, for one). </p><p></p><p></p><p></p><p>It's fully intentional, it's just not designing to the goal you're expecting. 5e can be swingy at the level of individual encounters. It is probably intended to be that way, since the dynamic, changing environment keeps things interesting. A lucky roll might beat the powerful monster. 5e in general isn't too worried about that happening. 4e was VERY worried about that happening, so of course it was less swingy.</p><p></p><p>If you want 5e to provide pacing closer to 4e, you'll need to take it upon yourself to a certain degree, because 5e's pacing and 4e's pacing are different, with different goals. 5e designs for the <strong>day</strong>, 4e designs for the <strong>encounter.</strong></p><p></p><p>To redesign 5e for the encounter, some legwork might be required. Legendary Resistance, some sort of attack-based LR, upping monster HPs, having monsters come in waves, etc., can be some of the arrows in your quiver.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6721905, member: 2067"] That's not really how it goes, but whatever. It's shouldn't be a major surprise that a tool doesn't work as well when you're not using it for its intended purpose. To run fewer, harder combats and still keep CR roughly meaningful, you might want to look into rolling encounters together per the DMG's phased encounter guidelines - roll two encounters into one by having some sort of trigger for the second encounter within the first, have the enemies come in waves, etc. A "harder" encounter in 5e isn't usually an encounter of a higher CR, it's an encounter with more creatures. It's possible to one-shot a single encounter with a lucky roll. This allows for luck to be meaningful in the game's narrative. If you'd like to reduce the level of luck that can apply to the narrative, you might have to do some more creative things (give certain "powerful" creatures legendary resistance, for one). It's fully intentional, it's just not designing to the goal you're expecting. 5e can be swingy at the level of individual encounters. It is probably intended to be that way, since the dynamic, changing environment keeps things interesting. A lucky roll might beat the powerful monster. 5e in general isn't too worried about that happening. 4e was VERY worried about that happening, so of course it was less swingy. If you want 5e to provide pacing closer to 4e, you'll need to take it upon yourself to a certain degree, because 5e's pacing and 4e's pacing are different, with different goals. 5e designs for the [B]day[/B], 4e designs for the [B]encounter.[/B] To redesign 5e for the encounter, some legwork might be required. Legendary Resistance, some sort of attack-based LR, upping monster HPs, having monsters come in waves, etc., can be some of the arrows in your quiver. [/QUOTE]
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