Monsters Aren't Characters
Added 2024-07-15 14:00:11 +0000 UTCIf we want to build a more robust system for balancing encounters and creating monsters, we need to stop treating monsters like characters.
'We have that system already. It exists in the core rulebooks. To advance the art, we need to try a new method. I'd like to stop treating monsters like characters. That means the following:
Ability bonuses do not add to attack or damage modifiers. We'll just pick the number that makes sense for the monster's level, purpose, and flavor.
AC and hit points are determined by flavor, level, and monster purpose. A creature has a high AC because it is described as tough to hurt, not because the armor it wears and its Dex math up to the right AC.
I'm avoiding modifiers for damage, instead just using dice. I like this approach because in my experience it speeds up play. If five orcs hit the 7th level fighter, I just roll five sets of damage dice and add them all up. Unless I'm dealing with resistance on a PC, basically a barbarian, I don't have to separate things out to track how often to add a flat modifier. This might be an unpopular path, but I want to try it out to see how it goes.
We use level instead of CR. Use creatures of a level equal to the party's level to create encounters. With our simpler math, we can scale creatures up. Each stat block presents multiple versions.
The typical fight drains about 50% of the party's resources. In my experience, easier fights are dull and grind down time. I don't mind if they happen because the players are smart and break up a big group of monsters, but relying on easy fights to grind down resources just leads to a lot of dead time in games. Again, in my experience.
Aiming for a 50% drain means that you can double an encounter to shoot for a deadly fight, and halve it for an easier one.
It also makes the math much easier.
Under this approach, we have three tiers of monsters that fit into 5e's standard approach of three round battles:
Minions: Two of these appear per PC of the same level.
Regulars: One of these appears per PC of the same level.
Elites: One of these appears per four PCs of the same level.
Here is what a regular looks like. In my next post on monsters, I'll break down the math behind these critters and how you can use a similar tool to balance material for your own campaign.
Here's a regular:
Orc Warmonger
Medium humanoid (orc), typically chaotic neutral
Armor Class 12 (hide)
Speed 30 ft.
Saves and Checks: Str +3, others +0
Melee Attack Bonus: +5 battle axe, slashing damage
Ranged Attack Bonus: +3 light crossbow, range 80/320 ft., piercing damage
· Level 1: 10 hit points, 1d6 damage
· Level 2: 16 hit points, 1d8 damage
· Level 3: 22 hit points, 2d6 damage
· Level 4: 28 hit points, 2d10 damage
Darkvision 60 ft.
Call to Glory: Each time an orc that this creature can see is slain, it gains a +1 bonus to attack and damage rolls on its next turn.
And here is a minion:
Kobold Swarmer
Small humanoid (kobold, minion), typically neutral
Armor Class 13 (natural)
Hit Points 5
Speed 30 ft.
Saves and Checks: Dex +3, others +0
Melee Attack Bonus: +0 short sword, piercing damage
Ranged Attack Bonus: +3 sling, range 30/120 ft., bludgeoning damage
· Level 1: 1d4 damage
· Level 2: 1d8 damage
· Level 3: 1d10 damage
· Level 4: 2d8 damage
Darkvision 60 ft.
Shifty Bugger: At the start of a turn, a kobold swarmer can use its reaction to move up to 10 feet without provoking an opportunity attack.
And finally, an elite designed to lead other monsters:
Blood Forest Battle Mage
Medium humanoid (elf, elite), typically lawful evil
Armor Class 14 (scale)
Speed 30 ft.
Saves and Checks: Str +3, Dex +4, Con +0, Int +3, Wis +3, Cha +2
Melee Attack Bonus: +5 scythe, slashing damage
Ranged Attack Bonus: +6 longbow, range 150/600 ft., piercing damage
· Level 3: 105 hit points, 1d8 damage
· Level 4: 132 hit points, 1d10 damage
Spell Shaper: This creature can reduce the damage its spell does to a creature to 0.
Actions
· Attack: This creature makes two melee or two ranged attacks.
· Issue Orders: Up to two regular monsters or up to four minions that can hear this creature may make one melee or ranged attack each.
· Cast a Spell: Burning hands (1st level, save DC 13), thunderwave (1st level, save DC 13) usable once per day each (NB: final draft will replace references to spells with full mechanics needed to manage an effect.)
Counter
This creature makes a melee or ranged attack against the creature that just took its turn, or up to two minions or one regular that can hear it may attack that creature.