Secret Lesson 98
Combat Encounters, Challenge Rating, and Building Encounters
Lesson 97 completed our study of:
TRAPS
Now we reach the final lesson of the:
GAMEPLAY TOOLBOX
and one of the most important subjects for anyone who wants to become a:
GAME MASTER
How do you decide:
WHICH MONSTERS THE CHARACTERS SHOULD FIGHT?
How many enemies should there be?
How dangerous should the battle feel?
What does:
CHALLENGE RATING
actually mean?
How do you turn monster XP values into:
A LOW-DIFFICULTY ENCOUNTER
A MODERATE-DIFFICULTY ENCOUNTER
or:
A HIGH-DIFFICULTY ENCOUNTER?
And once the mathematical budget is correct:
HOW DO YOU MAKE THE BATTLEFIELD INTERESTING?
The SRD 5.2.1 provides a three-step encounter-building system based on:
PARTY LEVEL
NUMBER OF CHARACTERS
DESIRED DIFFICULTY
and:
MONSTER XP VALUES
It then provides several troubleshooting rules because:
THE NUMBERS ARE GUIDELINES
not a guarantee of exactly what will happen at the table.
PART ONE — COMBAT ENCOUNTERS ARE MORE THAN MONSTERS
Before discussing difficulty calculations, the SRD gives four ways to make a combat encounter:
MORE INTERESTING
or:
MORE CHALLENGING
These are:
CHANGES IN ELEVATION
DEFENSIVE POSITIONS
MIXED MONSTER GROUPS
and:
REASONS TO MOVE
This is an important GM lesson.
An encounter isn't only:
“FOUR HEROES STAND HERE AND FIVE MONSTERS STAND THERE.”
The:
BATTLEFIELD
can matter just as much as the creatures.
PART TWO — CHANGES IN ELEVATION
The SRD recommends terrain that creates differences in:
HEIGHT
Examples include:
STACKS OF EMPTY CRATES
LEDGES
and:
BALCONIES
These features reward:
CLEVER POSITIONING
and encourage characters to use movement options such as:
JUMPING
CLIMBING
FLYING
or:
TELEPORTATION
FLAT BATTLEFIELD
Imagine a room containing:
FOUR HEROES
and:
FOUR MONSTERS
Everything is on one flat floor.
The encounter might function perfectly well.
But movement may become:
PREDICTABLE
ELEVATED BATTLEFIELD
Now add:
A BALCONY
A STONE STAIRCASE
and:
STACKED CRATES
Suddenly:
The archer might want:
THE BALCONY
The Fighter might climb:
THE CRATES
A flying creature can exploit:
VERTICAL SPACE
A teleporting Wizard might bypass:
THE STAIRS
The monster statistics haven't changed.
But the encounter has gained:
TACTICAL DECISIONS
PART THREE — DEFENSIVE POSITIONS
The SRD recommends placing enemies in:
HARD-TO-REACH LOCATIONS
or:
DEFENSIVE POSITIONS
This can force characters who normally prefer to remain at range to:
MOVE
EXAMPLE
A party's archer normally wants to stand:
FAR FROM THE ENEMY
But the enemy archers are firing from behind:
DEFENSIVE COVER
on a fortified platform.
Remaining stationary might no longer be:
THE BEST PLAN
The party may need to:
ADVANCE
CLIMB
TELEPORT
FLANK
or:
FORCE THE ENEMIES OUT
IMPORTANT
The SRD is not saying:
“DEFENSIVE POSITION = AUTOMATIC BONUS”
Use the actual rules for whatever the position provides.
For example:
COVER
ELEVATION
DISTANCE
DIFFICULT TERRAIN
or another existing mechanic.
The phrase:
DEFENSIVE POSITION
is encounter-design guidance.
It does not invent a new universal modifier.
PART FOUR — MIXED MONSTER GROUPS
Different types of monsters can:
WORK TOGETHER
and combine their abilities.
The SRD compares this to player characters with different:
CLASSES
and:
ORIGINS
A diverse group of enemies can therefore be:
MORE POWERFUL
than a less varied force.
EXAMPLE
Imagine an encounter containing only:
MELEE CREATURES
The players may solve the encounter by controlling:
DISTANCE
Now replace some of those creatures with enemies that:
ATTACK FROM RANGE
The melee creatures pressure the front.
The ranged enemies pressure the back.
The XP budget might remain similar.
But the enemy team now has:
COMPLEMENTARY CAPABILITIES
IMPORTANT
This is one reason encounter XP should not be treated as:
A PERFECT PREDICTION MACHINE
Monster abilities can interact.
Terrain can favor one side.
Tactics can matter.
The party's resources can matter.
PART FIVE — REASONS TO MOVE
The SRD recommends battlefield features that encourage both:
CHARACTERS
and:
ENEMIES
to move.
Examples include:
CHANDELIERS
KEGS OF GUNPOWDER OR OIL
and:
ROLLING STONE TRAPS
WHY THIS MATTERS
A combat becomes less dynamic if everyone chooses:
ONE SQUARE
on round 1
and remains there until:
SOMEONE REACHES 0 HP
A reason to move can transform the scene.
EXAMPLE
A keg of oil sits beside:
THE ENEMY POSITION
Now the players have a reason to:
REPOSITION
The enemies have a reason to:
PROTECT IT
or:
MOVE AWAY FROM IT
The actual mechanical consequences of interacting with such an object depend on:
THE RULES USED FOR THAT OBJECT OR EFFECT
The important encounter-design principle is:
GIVE CREATURES REASONS TO CHANGE POSITION
PART SIX — CHALLENGE RATING
Before building encounters, remember:
CHALLENGE RATING
or:
CR
Challenge Rating summarizes the threat a monster poses to:
A GROUP OF FOUR PLAYER CHARACTERS
BASIC CR COMPARISON
Compare:
MONSTER CR
to:
CHARACTER LEVEL
If the monster's CR is:
HIGHER
the monster is likely to be:
DANGEROUS
If its CR is:
LOWER
the monster likely presents:
LESS THREAT
But the SRD immediately warns that actual threat can change significantly based on:
CIRCUMSTANCES
and:
NUMBER OF PLAYER CHARACTERS
CR IS NOT
“THE LEVEL OF THE MONSTER”
A CR 5 monster isn't literally:
A LEVEL 5 PLAYER CHARACTER
Challenge Rating is its own:
MONSTER THREAT MEASURE
CR IS ALSO NOT
“FOUR LEVEL 5 CHARACTERS MUST ALWAYS BEAT CR 5”
The SRD describes threat in:
GUIDELINE TERMS
Actual play can change the result.
PART SEVEN — CR AND A PARTY OF FOUR
The Combat Encounter rules give an especially useful rough guideline.
For:
FOUR CHARACTERS
a single monster whose CR equals:
THE CHARACTERS' LEVEL
generally represents:
A LOW-DIFFICULTY CHALLENGE
EXAMPLE
Four characters are:
LEVEL 5
A single:
CR 5
monster will generally represent approximately:
LOW DIFFICULTY
under this rough guideline.
But:
THIS IS ONLY A ROUGH GUIDELINE
The full encounter-building system uses:
XP BUDGETS
PART EIGHT — THE THREE-STEP ENCOUNTER-BUILDING SYSTEM
To build a combat encounter:
STEP 1 — CHOOSE A DIFFICULTY
STEP 2 — DETERMINE YOUR XP BUDGET
STEP 3 — SPEND YOUR XP BUDGET
That's the entire core procedure.
The complexity comes from:
MAKING GOOD CHOICES WITHIN THOSE STEPS
PART NINE — STEP 1: CHOOSE A DIFFICULTY
The SRD gives:
THREE DIFFICULTY CATEGORIES
They are:
LOW
MODERATE
and:
HIGH
There is no fourth category in this SRD table called:
EASY
HARD
or:
DEADLY
for this encounter-building procedure.
Use:
LOW
MODERATE
HIGH
PART TEN — LOW DIFFICULTY
A:
LOW-DIFFICULTY ENCOUNTER
may still contain:
ONE OR TWO SCARY MOMENTS
But the characters should normally emerge:
VICTORIOUS
with:
NO CASUALTIES
They may still need to spend:
HEALING RESOURCES
IMPORTANT
Low does not mean:
“THE MONSTERS CAN'T HURT ANYONE.”
A low encounter can still:
DEAL DAMAGE
FORCE SAVES
SPEND SPELL SLOTS
USE HEALING
or:
FRIGHTEN THE PLAYERS
It simply isn't expected to be a major lethal threat under ordinary circumstances.
PART ELEVEN — MODERATE DIFFICULTY
A:
MODERATE-DIFFICULTY ENCOUNTER
can become dangerous if the adventurers lack:
HEALING
and:
OTHER RESOURCES
Weaker characters might be:
TAKEN OUT OF THE FIGHT
There is also:
A SLIM CHANCE
that one or more characters might:
DIE
MODERATE DOES NOT MEAN
“50 PERCENT CHANCE OF DEATH.”
The SRD does not assign:
A NUMERICAL PROBABILITY
It gives:
A PRACTICAL DESCRIPTION
of the intended danger.
PART TWELVE — HIGH DIFFICULTY
A:
HIGH-DIFFICULTY ENCOUNTER
can be:
LETHAL
for:
ONE OR MORE CHARACTERS
Survival may require:
SMART TACTICS
QUICK THINKING
and perhaps:
SOME LUCK
IMPORTANT
High difficulty does not mean:
GUARANTEED CHARACTER DEATH
It means:
CHARACTER DEATH IS A REAL POSSIBILITY
PART THIRTEEN — DIFFICULTY SUMMARY
| Difficulty | General Expectation |
|---|---|
| Low | Scary moments possible; victory expected; healing may be needed |
| Moderate | Could go badly without resources; weaker characters may drop; slim chance of death |
| High | Potentially lethal; strong tactics and quick thinking may be needed |
These descriptions are:
EXPECTATIONS
not guarantees.
PART FOURTEEN — STEP 2: DETERMINE THE XP BUDGET
Once you know:
PARTY LEVEL
and:
DESIRED DIFFICULTY
use the:
XP BUDGET PER CHARACTER TABLE
Then multiply that amount by:
NUMBER OF CHARACTERS
FORMULA
ENCOUNTER XP BUDGET = XP PER CHARACTER × NUMBER OF CHARACTERS
EXAMPLE
Party:
FOUR LEVEL 3 CHARACTERS
Desired:
MODERATE
Table value per character:
225 XP
Multiply:
225 × 4 =
900 XP
Encounter budget:
900 XP
PART FIFTEEN — COMPLETE XP BUDGET PER CHARACTER TABLE
| Party Level | Low | Moderate | High |
|---|---|---|---|
| 1 | 50 | 75 | 100 |
| 2 | 100 | 150 | 200 |
| 3 | 150 | 225 | 400 |
| 4 | 250 | 375 | 500 |
| 5 | 500 | 750 | 1,100 |
| 6 | 600 | 1,000 | 1,400 |
| 7 | 750 | 1,300 | 1,700 |
| 8 | 1,000 | 1,700 | 2,100 |
| 9 | 1,300 | 2,000 | 2,600 |
| 10 | 1,600 | 2,300 | 3,100 |
| 11 | 1,900 | 2,900 | 4,100 |
| 12 | 2,200 | 3,700 | 4,700 |
| 13 | 2,600 | 4,200 | 5,400 |
| 14 | 2,900 | 4,900 | 6,200 |
| 15 | 3,300 | 5,400 | 7,800 |
| 16 | 3,800 | 6,100 | 9,800 |
| 17 | 4,500 | 7,200 | 11,700 |
| 18 | 5,000 | 8,700 | 14,200 |
| 19 | 5,500 | 10,700 | 17,200 |
| 20 | 6,400 | 13,200 | 22,000 |
This table is one of the most useful references a GM can keep nearby.
PART SIXTEEN — EXAMPLE: FOUR LEVEL 1 CHARACTERS
Desired encounter:
LOW
Per-character budget:
50 XP
Characters:
4
Calculation:
50 × 4 =
200 XP
So the GM can spend up to:
200 XP
on monsters while following the Low-difficulty budget.
This is the first worked example given by the SRD.
PART SEVENTEEN — EXAMPLE: FIVE LEVEL 3 CHARACTERS
Desired:
MODERATE
Per-character budget:
225 XP
Characters:
5
Calculation:
225 × 5 =
1,125 XP
Encounter budget:
1,125 XP
PART EIGHTEEN — EXAMPLE: SIX LEVEL 15 CHARACTERS
Desired:
HIGH
Per-character budget:
7,800 XP
Characters:
6
Calculation:
7,800 × 6 =
46,800 XP
Encounter budget:
46,800 XP
The same three-step system works from:
LEVEL 1
all the way to:
LEVEL 20
PART NINETEEN — STEP 3: SPEND THE BUDGET
Every creature has:
AN XP VALUE
in its:
STAT BLOCK
When adding a creature to the encounter:
SUBTRACT ITS XP VALUE FROM THE BUDGET
Continue until you've spent as much of the budget as practical:
WITHOUT GOING OVER
IMPORTANT
You do not have to spend:
EVERY LAST XP
The SRD explicitly says it is fine to have:
A FEW XP LEFT OVER
EXAMPLE
Budget:
1,000 XP
Chosen monsters:
950 XP TOTAL
Remaining:
50 XP
Is the encounter invalid?
NO
You do not need to force another creature into the encounter merely to make the total:
EXACTLY 1,000
PART TWENTY — NO MULTI-MONSTER XP MULTIPLIER IN THIS PROCEDURE
This is an important SRD 5.2.1 rule distinction.
The procedure says:
ADD CREATURE XP VALUES DIRECTLY
and deduct them from:
THE XP BUDGET
It does not instruct the GM to apply a separate encounter multiplier merely because there are:
TWO
FIVE
or:
TEN MONSTERS
So when following this SRD 5.2.1 procedure:
SUM THE ACTUAL XP VALUES
Do not silently import a different encounter multiplier system from:
AN OLDER RULESET
EXAMPLE
Three monsters worth:
100 XP EACH
Encounter value:
100 + 100 + 100 =
300 XP
Not:
600
or another adjusted number unless:
ANOTHER SPECIFIC RULE
tells you otherwise.
PART TWENTY-ONE — XP BY CHALLENGE RATING
Monster stat blocks already provide XP, so you normally don't need to calculate it yourself.
For reference, the SRD links monster XP to:
CHALLENGE RATING
as follows.
| CR | XP |
|---|---|
| 0 | 0 or 10 |
| 1/8 | 25 |
| 1/4 | 50 |
| 1/2 | 100 |
| 1 | 200 |
| 2 | 450 |
| 3 | 700 |
| 4 | 1,100 |
| 5 | 1,800 |
| 6 | 2,300 |
| 7 | 2,900 |
| 8 | 3,900 |
| 9 | 5,000 |
| 10 | 5,900 |
| 11 | 7,200 |
| 12 | 8,400 |
| 13 | 10,000 |
| 14 | 11,500 |
| 15 | 13,000 |
| 16 | 15,000 |
| 17 | 18,000 |
| 18 | 20,000 |
| 19 | 22,000 |
| 20 | 25,000 |
| 21 | 33,000 |
| 22 | 41,000 |
| 23 | 50,000 |
| 24 | 62,000 |
| 25 | 75,000 |
| 26 | 90,000 |
| 27 | 105,000 |
| 28 | 120,000 |
| 29 | 135,000 |
| 30 | 155,000 |
PART TWENTY-TWO — SRD EXAMPLE 1: LEVEL 1 LOW DIFFICULTY
Party:
FOUR LEVEL 1 CHARACTERS
Budget:
200 XP
The SRD gives several possible encounters.
OPTION A
1 BUGBEAR WARRIOR
XP:
200
Total:
200
OPTION B
2 GIANT WASPS
Each:
100 XP
Total:
100 + 100 =
200 XP
OPTION C
6 GIANT RATS
Each:
25 XP
Total:
6 × 25 =
150 XP
This leaves:
50 XP UNSPENT
and the encounter is still an acceptable example.
IMPORTANT LESSON
These encounters all fit under the same:
200 XP LOW-DIFFICULTY BUDGET
Yet they don't necessarily:
PLAY THE SAME WAY
One Bugbear Warrior means:
ONE ENEMY TURN
Two Giant Wasps means:
TWO ENEMY CREATURES
Six Giant Rats mean:
SIX ENEMY CREATURES
The XP budget establishes:
A DIFFICULTY GUIDELINE
It does not make these encounters tactically identical.
PART TWENTY-THREE — SRD EXAMPLE 2: LEVEL 3 MODERATE
Party:
FIVE LEVEL 3 CHARACTERS
Budget:
1,125 XP
The SRD provides two possible encounter groups.
OPTION A
2 DRUIDS
450 XP each:
450 × 2 =
900
plus:
9 STIRGES
25 XP each:
25 × 9 =
225
Total:
900 + 225 =
1,125 XP
Exactly the entire:
MODERATE BUDGET
OPTION B
1 WIGHT
700 XP
plus:
1 WARHORSE SKELETON
100 XP
plus:
6 SKELETONS
50 XP each:
6 × 50 =
300
Total:
700 + 100 + 300 =
1,100 XP
Remaining:
1,125 − 1,100 =
25 XP
This is still a valid Moderate encounter example.
PART TWENTY-FOUR — SRD EXAMPLE 3: LEVEL 15 HIGH DIFFICULTY
Party:
SIX LEVEL 15 CHARACTERS
Budget:
46,800 XP
The SRD example uses:
2 ADULT RED DRAGONS
18,000 XP each:
18,000 × 2 =
36,000
plus:
2 FIRE GIANTS
5,000 XP each:
5,000 × 2 =
10,000
Total:
36,000 + 10,000 =
46,000 XP
Budget:
46,800
Unspent:
800 XP
Again:
EXACTLY MATCHING THE BUDGET IS NOT REQUIRED
PART TWENTY-FIVE — ORIGINAL EXAMPLE: LEVEL 5 PARTY
Now build one ourselves using the SRD procedure.
Party:
FOUR LEVEL 5 CHARACTERS
Desired difficulty:
MODERATE
From the table:
750 XP PER CHARACTER
Calculation:
750 × 4 =
3,000 XP
Encounter budget:
3,000 XP
OPTION
A:
CR 6 CREATURE
is worth:
2,300 XP
Remaining:
3,000 − 2,300 =
700 XP
A CR 3 creature is worth:
700 XP
Final encounter:
CR 6 CREATURE + CR 3 CREATURE
Total:
2,300 + 700 =
3,000 XP
Mechanically this fills the Moderate budget.
But before using it:
CHECK THE TROUBLESHOOTING GUIDANCE
The CR 6 creature is:
HIGHER CR THAN THE PARTY'S LEVEL 5
That deserves:
EXTRA CAUTION
We will soon see why.
PART TWENTY-SIX — WHAT THE XP BUDGET DOES
The XP budget helps answer:
“HOW MUCH MONSTER THREAT SHOULD I PUT INTO THIS ENCOUNTER?”
It accounts for:
PARTY LEVEL
PARTY SIZE
and:
DESIRED DIFFICULTY
That is powerful.
But it cannot perfectly account for:
TERRAIN
INITIATIVE
LUCK
PARTY COMPOSITION
MONSTER SYNERGY
CURRENT RESOURCES
UNUSUAL MONSTER FEATURES
or:
CLEVER TACTICS
The SRD therefore follows the mathematical procedure with:
TROUBLESHOOTING
PART TWENTY-SEVEN — TROUBLESHOOTING 1: MANY CREATURES
More creatures mean:
MORE OPPORTUNITIES TO ACT
and more chances that a lucky run of rolls can deal:
MORE DAMAGE THAN EXPECTED
The SRD gives a specific guideline:
If the encounter contains:
MORE THAN TWO CREATURES PER CHARACTER
include:
FRAGILE CREATURES
that can be defeated:
QUICKLY
EXAMPLE
Party:
4 CHARACTERS
Two creatures per character:
4 × 2 =
8 CREATURES
If the encounter includes:
MORE THAN 8 CREATURES
the Many Creatures guideline becomes especially relevant.
IMPORTANT
The SRD does not say:
“YOU MAY NEVER USE MORE THAN TWO MONSTERS PER CHARACTER.”
It says if you do:
INCLUDE FRAGILE CREATURES THAT CAN BE DEFEATED QUICKLY
PART TWENTY-EIGHT — LEVEL 1 AND 2 ARE ESPECIALLY VULNERABLE
The Many Creatures warning is:
ESPECIALLY IMPORTANT
for characters at:
LEVEL 1
and:
LEVEL 2
Why?
Because low-level characters generally have:
LESS HP
FEWER RESOURCES
and fewer options for recovering from:
A BAD ROUND
So encounter variance matters enormously.
EXAMPLE
A level 1 Wizard could be:
HEALTHY
at the beginning of a round
and:
AT 0 HP
or worse after only a few strong hits.
The SRD explicitly later uses a similar warning with:
AN OGRE
PART TWENTY-NINE — TROUBLESHOOTING 2: ADJUSTMENTS
Encounter difficulty is not frozen when the GM finishes:
PREPARATION
Circumstances can change.
For example:
A PLAYER IS ABSENT
That reduces:
PARTY SIZE
and therefore changes how difficult the prepared encounter may be.
The SRD suggests that this can justify:
REMOVING CREATURES
to preserve the intended difficulty.
EXAMPLE
Encounter designed for:
5 PLAYERS
But session begins with:
4
The GM doesn't have to pretend:
NOTHING CHANGED
Removing an enemy can help restore:
THE INTENDED DIFFICULTY
PART THIRTY — ADJUSTING DURING THE FIGHT
Dice can also make an encounter:
EASIER
or:
HARDER
than expected.
The SRD explicitly allows the GM to adjust:
ON THE FLY
Examples:
MAKE IT EASIER
Have creatures:
FLEE
MAKE IT HARDER
Add:
REINFORCEMENTS
IMPORTANT
This isn't a rule saying:
“ALWAYS SECRETLY CHANGE THE BATTLE SO THE PLAYERS CAN'T LOSE.”
It is GM guidance saying:
ENCOUNTER DIFFICULTY CAN BE ADJUSTED
when actual play develops differently than expected.
EXAMPLE — EASIER
A Moderate encounter unexpectedly becomes devastating because:
THE MONSTERS SCORE SEVERAL CRITICAL HITS
Some enemies might decide the battle is no longer worth:
THEIR LIVES
and flee.
That is both:
A STORY EVENT
and:
A DIFFICULTY ADJUSTMENT
EXAMPLE — HARDER
A High encounter is collapsing too quickly because the party executes:
AN EXCELLENT PLAN
A second group of enemies might arrive as:
REINFORCEMENTS
if that development makes sense in the scene.
PART THIRTY-ONE — TROUBLESHOOTING 3: CR 0 CREATURES
Creatures with:
CR 0
should be used:
SPARINGLY
especially those worth:
0 XP
WHY?
If something costs:
0 XP
then purely following XP arithmetic could let you add:
AN UNLIMITED NUMBER
without consuming:
THE BUDGET
But actual creatures can still:
OCCUPY SPACE
TAKE TURNS
INTERACT WITH THE BATTLE
and potentially alter:
THE ENCOUNTER
So:
0 XP DOES NOT MEAN “ADD INFINITE CREATURES”
PART THIRTY-TWO — USE SWARMS FOR MANY CRITTERS
If you want many:
CR 0 CREATURES
the SRD recommends using:
SWARMS
instead.
This keeps the encounter easier to:
RUN
and avoids creating:
DOZENS OF INDIVIDUAL TURNS
PART THIRTY-THREE — TROUBLESHOOTING 4: NUMBER OF STAT BLOCKS
Mixed groups are good.
But:
TOO MANY DIFFERENT STAT BLOCKS
can make the encounter difficult for the:
GM
to run.
The SRD says excellent encounters often pair:
ONE KIND OF CREATURE
with:
ANOTHER
Example given:
FIRE GIANTS
with:
HELL HOUNDS
PRACTICAL GUIDELINE
Be cautious when an encounter requires more than:
TWO OR THREE STAT BLOCKS
especially if those creatures are:
COMPLEX
WHY?
Imagine simultaneously running:
SIX COMPLETELY DIFFERENT MONSTERS
Each might have:
-
different AC
-
different Speed
-
different attacks
-
different saves
-
different reactions
-
different recharge abilities
-
different conditions
-
different spell effects
The difficulty for the:
GM
can become greater than the difficulty for:
THE PLAYERS
BETTER APPROACH
Instead of:
SIX MONSTER TYPES
use:
TWO OR THREE
whose abilities:
COMPLEMENT ONE ANOTHER
This preserves:
TACTICAL VARIETY
without unnecessary:
BOOKKEEPING
PART THIRTY-FOUR — TROUBLESHOOTING 5: POWERFUL CREATURES
A particularly important warning:
If a monster's:
CR IS HIGHER THAN THE PARTY'S LEVEL
it might deal enough damage with:
A SINGLE ACTION
to take out:
ONE OR MORE CHARACTERS
SRD EXAMPLE
The SRD gives:
OGRE — CR 2
against:
LEVEL 1 WIZARD
An Ogre can potentially:
KILL THE LEVEL 1 WIZARD WITH ONE BLOW
IMPORTANT
This is why you cannot say:
“THE XP TOTAL FITS, SO IT MUST BE SAFE.”
A single high-CR monster can have:
HIGH DAMAGE PER ACTION
Even if the total encounter XP seems to fit some budget.
PART THIRTY-FIVE — BIG MONSTER VS MANY SMALL MONSTERS
Compare two encounters with the same total XP.
ENCOUNTER A
One powerful monster.
ENCOUNTER B
Several weaker monsters.
The XP budget might be:
IDENTICAL
But the danger can feel different.
ONE POWERFUL MONSTER
Potential strengths:
VERY LARGE SINGLE HITS
STRONG DEFENSES
UNUSUAL FEATURES
Potential weakness:
FEWER CREATURE TURNS
MANY CREATURES
Potential strengths:
MANY ACTIONS
MANY ATTACK ROLLS
GREATER BATTLEFIELD COVERAGE
Potential weakness:
INDIVIDUAL CREATURES MAY FALL QUICKLY
This comparison is:
GAMEPLAY INTERPRETATION
supported by the SRD's troubleshooting warnings.
It is not a new encounter formula.
PART THIRTY-SIX — TROUBLESHOOTING 6: UNUSUAL FEATURES
Some monsters have abilities that lower-level characters simply:
CAN'T EASILY OVERCOME
The SRD advises the GM to consider:
NOT USING THAT MONSTER
against characters whose level is lower than:
THE MONSTER'S CR
when such a feature exists.
EXAMPLE
Imagine a monster has a defense that the current party:
HAS NO PRACTICAL WAY TO BYPASS
The XP math might look possible.
But the actual fight might become:
MUCH HARDER
than the budget suggests.
THIS IS WHY THE GM MUST READ THE STAT BLOCK
Do not choose monsters based only on:
CR NUMBER
or:
XP VALUE
Read:
WHAT THEY ACTUALLY DO
PART THIRTY-SEVEN — CHALLENGE RATING IS A SUMMARY, NOT A SUBSTITUTE FOR READING
CR summarizes:
THREAT
It does not tell you:
HOW THE MONSTER CREATES THAT THREAT
One monster might be dangerous because of:
RAW DAMAGE
Another because of:
MOBILITY
Another because of:
CONDITIONS
Another because of:
DEFENSE
Another because of:
SPELLS
Another because of:
A STRANGE FEATURE
The GM should therefore use:
CR + XP BUDGET
and also:
READ THE STAT BLOCK
PART THIRTY-EIGHT — A COMPLETE ENCOUNTER-BUILDING PROCEDURE
Here is the full practical workflow.
STEP 1 — KNOW YOUR PARTY
Record:
NUMBER OF CHARACTERS
and:
PARTY LEVEL
STEP 2 — CHOOSE DIFFICULTY
Choose:
LOW
MODERATE
or:
HIGH
STEP 3 — READ THE XP TABLE
Find:
XP PER CHARACTER
for that level and difficulty.
STEP 4 — MULTIPLY BY PARTY SIZE
XP PER CHARACTER × NUMBER OF CHARACTERS
This gives:
TOTAL XP BUDGET
STEP 5 — SELECT MONSTERS
Use their:
STAT BLOCK XP
STEP 6 — ADD XP DIRECTLY
Keep total:
AT OR BELOW THE BUDGET
A little unused XP is:
FINE
STEP 7 — CHECK CR
Be cautious if:
MONSTER CR > PARTY LEVEL
STEP 8 — CHECK CREATURE COUNT
If monsters exceed:
TWO PER CHARACTER
consider making many of them:
FRAGILE
STEP 9 — CHECK STAT BLOCK COUNT
Try to avoid unnecessary complexity beyond:
TWO OR THREE DIFFERENT STAT BLOCKS
especially with complex creatures.
STEP 10 — CHECK SPECIAL FEATURES
Ask:
CAN THE PARTY REASONABLY DEAL WITH THIS MONSTER'S IMPORTANT ABILITIES?
STEP 11 — DESIGN THE BATTLEFIELD
Add appropriate:
ELEVATION
DEFENSIVE POSITIONS
MONSTER SYNERGY
and:
REASONS TO MOVE
STEP 12 — BE READY TO ADJUST
During play:
FLEEING CREATURES
can lower difficulty.
REINFORCEMENTS
can increase it.
That is a complete SRD-supported encounter-building workflow.
PART THIRTY-NINE — COMPLETE EXAMPLE: LOW ENCOUNTER
The party contains:
4 LEVEL 4 CHARACTERS
The GM wants:
LOW DIFFICULTY
Table:
250 XP PER CHARACTER
Calculation:
250 × 4 =
1,000 XP
Budget:
1,000
MONSTER CHOICE
CR 3:
700 XP
Remaining:
1,000 − 700 =
300 XP
The GM could add lower-CR creatures whose total keeps the encounter:
AT OR BELOW 1,000
NOW CHECK THE BATTLEFIELD
Instead of placing every creature on:
FLAT GROUND
the GM creates:
A SMALL BALCONY
and:
STACKED CRATES
This adds:
CHANGES IN ELEVATION
without changing the XP total.
RESULT
Mathematically:
LOW-DIFFICULTY BUDGET
Tactically:
MORE INTERESTING BATTLEFIELD
PART FORTY — COMPLETE EXAMPLE: MODERATE ENCOUNTER
Party:
5 LEVEL 7 CHARACTERS
Desired:
MODERATE
Per character:
1,300 XP
Calculation:
1,300 × 5 =
6,500 XP
Total budget:
6,500 XP
MONSTER SELECTION
The GM selects:
ONE CR 8 CREATURE
XP:
3,900
Remaining:
6,500 − 3,900 =
2,600
The GM then chooses additional creatures worth no more than:
2,600 XP
WARNING
The CR 8 creature is:
ONE CR ABOVE THE PARTY'S LEVEL
The Powerful Creatures warning applies.
The GM should inspect:
ITS DAMAGE
and:
ITS SPECIAL FEATURES
before deciding this is:
APPROPRIATE
PART FORTY-ONE — COMPLETE EXAMPLE: HIGH ENCOUNTER
Party:
4 LEVEL 10 CHARACTERS
Desired:
HIGH
Per character:
3,100 XP
Calculation:
3,100 × 4 =
12,400 XP
Budget:
12,400 XP
POSSIBLE MONSTER XP
A CR 13 creature is:
10,000 XP
That mathematically fits.
But CR 13 is:
THREE ABOVE PARTY LEVEL 10
The GM should immediately think:
POWERFUL CREATURE WARNING
and:
UNUSUAL FEATURES WARNING
A mathematically legal total is not automatically:
A GOOD ENCOUNTER
ALTERNATIVE DESIGN
The GM may instead spend the 12,400 XP among:
MULTIPLE LOWER-CR CREATURES
That might reduce the risk of:
ONE ENORMOUS SINGLE HIT
But increasing creature count introduces:
THE MANY CREATURES ISSUE
Encounter design is therefore not:
FIND ONE NUMBER AND STOP THINKING
It is:
BUDGET + JUDGMENT
PART FORTY-TWO — MIXED MONSTER GROUP EXAMPLE
Suppose the GM wants a battlefield with:
TWO MONSTER ROLES
One monster type specializes in:
CLOSE COMBAT
The other specializes in:
RANGED ATTACKS
That produces:
A MIXED MONSTER GROUP
Now add:
DEFENSIVE POSITIONS
for the ranged creatures.
The melee monsters protect:
THE APPROACH
The ranged monsters exploit:
DISTANCE
WHY THIS MAY BE HARDER
The monsters' abilities:
SUPPORT EACH OTHER
The SRD specifically warns that diverse enemy forces can be:
MORE POWERFUL
Therefore:
DON'T ASSUME XP TOTAL TELLS THE WHOLE STORY
PART FORTY-THREE — REASONS TO MOVE EXAMPLE
Imagine the heroes fight:
FOUR ENEMIES
inside a warehouse.
If nothing changes:
EVERYONE MAY STAND STILL
Now place:
A HANGING CHANDELIER
OIL KEGS
and:
AN ELEVATED PLATFORM
The encounter now asks:
WHO CONTROLS THE PLATFORM?
WHO MOVES AWAY FROM THE OIL?
WHO REACHES THE CHANDELIER?
Those are:
TACTICAL QUESTIONS
created without adding:
EXTRA MONSTER XP
PART FORTY-FOUR — WHAT THE PLAYER ACTUALLY EXPERIENCES
Players normally don't need to know:
THE XP BUDGET
during the battle.
They experience:
THE FICTION
GM:
“TWO LARGE CREATURES BLOCK THE STAIRS WHILE ARCHERS FIRE FROM THE BALCONY.”
The players decide:
WHO ENGAGES THE FRONT LINE?
WHO TAKES COVER?
WHO CLIMBS?
WHO TELEPORTS?
WHO TARGETS THE ARCHERS?
The math happens primarily during:
GM PREPARATION
The gameplay should still feel like:
AN ADVENTURE
PART FORTY-FIVE — WHAT THE GM ACTUALLY TRACKS
Before the session:
PARTY LEVEL
PARTY SIZE
DIFFICULTY
XP BUDGET
MONSTER XP
CR
SPECIAL FEATURES
BATTLEFIELD
During the session:
INITIATIVE
HP
CONDITIONS
MONSTER FEATURES
and whether the encounter is developing:
EASIER
or:
HARDER
than intended.
The GM doesn't need to continuously recalculate:
THE ENCOUNTER BUDGET EVERY ROUND
The XP budget is primarily:
A BUILDING TOOL
PART FORTY-SIX — THE BUDGET DOES NOT GUARANTEE AN OUTCOME
Consider two groups.
PARTY A
Four level 8 characters beginning the fight with:
FULL HP
FULL SPELL SLOTS
ALL LIMITED FEATURES
PARTY B
The same four characters after:
SEVERAL PREVIOUS ENCOUNTERS
with:
LOW HP
FEW SPELL SLOTS
LIMITED HEALING
Same character levels.
Same encounter.
Same XP budget.
But actual danger can be:
VERY DIFFERENT
The Moderate difficulty description itself warns that lack of:
HEALING
and:
OTHER RESOURCES
can make the encounter go badly.
PART FORTY-SEVEN — TERRAIN CAN CHANGE EFFECTIVE DIFFICULTY
Imagine a group fights:
FLYING MONSTERS
in:
OPEN TERRAIN
Now imagine the same monsters attack the party inside:
A NARROW LOW-CEILING TUNNEL
Their mobility may be:
LESS USEFUL
Or imagine ranged monsters attacking from:
AN ELEVATED FORTIFICATION
Their positioning may make them:
MORE EFFECTIVE
The XP doesn't change.
The encounter circumstances do.
This is exactly consistent with the CR definition:
CIRCUMSTANCES CAN SIGNIFICANTLY ALTER THREAT
PART FORTY-EIGHT — PARTY SIZE MATTERS
Challenge Rating summarizes threat against:
FOUR PLAYER CHARACTERS
But your party might contain:
THREE
FIVE
SIX
or another number.
That is why the encounter budget formula multiplies:
PER-CHARACTER XP
by:
ACTUAL NUMBER OF CHARACTERS
EXAMPLE
Level 6 Moderate:
1,000 XP PER CHARACTER
3 characters
1,000 × 3 =
3,000 XP
4 characters
1,000 × 4 =
4,000 XP
6 characters
1,000 × 6 =
6,000 XP
The same level doesn't imply:
THE SAME ENCOUNTER BUDGET
when party size changes.
PART FORTY-NINE — WHAT IF CHARACTERS HAVE DIFFERENT LEVELS?
The specific XP Budget table is organized by:
PARTY'S LEVEL
The SRD section shown here does not provide a separate formula for a party containing:
MIXED CHARACTER LEVELS
So do not invent one and present it as:
AN SRD 5.2.1 RULE
If a campaign uses mixed character levels, the GM will need:
JUDGMENT
because this exact section doesn't establish an additional mixed-level calculation.
That distinction is important:
RULE VS INTERPRETATION
PART FIFTY — A GM SHOULD NOT BUILD FROM CR ALONE
Bad procedure:
“PARTY IS LEVEL 7, SO I WILL ONLY USE CR 7 MONSTERS.”
That is not the encounter-building system.
Correct procedure:
CHOOSE DIFFICULTY
CALCULATE XP BUDGET
SELECT MONSTERS USING XP
then:
CHECK CR AND FEATURES FOR DANGER
CR provides:
CONTEXT
XP budget provides:
THE CONSTRUCTION SYSTEM
PART FIFTY-ONE — A GM SHOULD NOT BUILD FROM XP ALONE EITHER
Opposite mistake:
“THE TOTAL IS UNDER THE BUDGET, SO THE ENCOUNTER MUST BE PERFECT.”
Also wrong.
The SRD gives troubleshooting precisely because:
MONSTER COUNT
CR
SPECIAL FEATURES
STAT BLOCK COMPLEXITY
PLAYER ABSENCE
and:
ACTUAL DICE RESULTS
can alter the situation.
The correct philosophy is:
USE THE BUDGET
then:
APPLY GM JUDGMENT
PART FIFTY-TWO — COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING EVERY COMBAT SHOULD HAPPEN ON A FLAT EMPTY FLOOR
The SRD recommends:
ELEVATION
DEFENSIVE POSITIONS
and:
REASONS TO MOVE
MISTAKE 2 — THINKING BATTLEFIELD FEATURES MUST CHANGE MONSTER XP
They normally don't unless some specific rule changes:
THE CREATURE
The encounter-design guidance is separate from:
XP VALUES
MISTAKE 3 — USING ONLY ONE MONSTER TYPE FOREVER
Mixed groups can create:
INTERESTING SYNERGY
MISTAKE 4 — USING TOO MANY MONSTER TYPES
The SRD warns that more than:
TWO OR THREE STAT BLOCKS
can become daunting, especially if complex.
MISTAKE 5 — THINKING CR IS MONSTER LEVEL
It isn't.
CR summarizes:
MONSTER THREAT
MISTAKE 6 — THINKING A CR EQUAL TO PARTY LEVEL IS A MODERATE ENCOUNTER
The SRD's rough guideline says a single monster of equal CR against:
FOUR CHARACTERS
is generally:
LOW DIFFICULTY
MISTAKE 7 — THINKING CR ALONE BUILDS ENCOUNTERS
The actual encounter procedure uses:
XP BUDGETS
MISTAKE 8 — USING “EASY, MEDIUM, HARD, DEADLY” AS THIS SRD'S CURRENT CATEGORIES
The SRD 5.2.1 procedure uses:
LOW
MODERATE
HIGH
MISTAKE 9 — THINKING LOW MEANS ZERO RISK
Low encounters can still require:
HEALING
and contain:
SCARY MOMENTS
MISTAKE 10 — THINKING MODERATE MEANS SAFE
A Moderate encounter can:
GO BADLY
especially without resources.
MISTAKE 11 — THINKING HIGH GUARANTEES DEATH
It doesn't.
But it can be:
LETHAL
MISTAKE 12 — FORGETTING PARTY SIZE
Budget is:
PER CHARACTER × NUMBER OF CHARACTERS
MISTAKE 13 — USING THE TABLE VALUE AS THE ENTIRE PARTY BUDGET
It is:
PER CHARACTER
MISTAKE 14 — CALCULATING LEVEL 5 MODERATE FOR FOUR CHARACTERS AS 750 XP TOTAL
Wrong.
750 is:
PER CHARACTER
Correct:
750 × 4 =
3,000 XP
MISTAKE 15 — APPLYING AN OLD MULTI-MONSTER XP MULTIPLIER
The SRD 5.2.1 procedure here says:
ADD CREATURE XP DIRECTLY
MISTAKE 16 — THINKING YOU MUST SPEND EVERY XP
The SRD says:
A FEW UNSPENT XP ARE FINE
MISTAKE 17 — GOING OVER THE BUDGET WHILE CLAIMING TO FOLLOW THAT DIFFICULTY
Step 3 says spend as much as possible:
WITHOUT GOING OVER
MISTAKE 18 — ASSUMING TWO ENCOUNTERS WITH THE SAME XP WILL PLAY IDENTICALLY
Monster number, abilities, terrain, and luck can differ.
MISTAKE 19 — ADDING HUGE NUMBERS OF CREATURES WITHOUT CAUTION
More creatures create a higher risk of:
UNEXPECTED DAMAGE
MISTAKE 20 — IGNORING THE TWO-CREATURES-PER-CHARACTER GUIDELINE
If you exceed it:
INCLUDE FRAGILE CREATURES THAT CAN BE DEFEATED QUICKLY
MISTAKE 21 — FORGETTING LEVEL 1 AND 2 CHARACTERS ARE ESPECIALLY VULNERABLE TO MANY CREATURES
The SRD specifically highlights:
LEVELS 1 AND 2
MISTAKE 22 — ADDING UNLIMITED CR 0 CREATURES BECAUSE THEY COST 0 XP
Use them:
SPARINGLY
MISTAKE 23 — RUNNING 30 INDIVIDUAL CR 0 CREATURES WHEN A SWARM WOULD SERVE BETTER
The SRD recommends:
SWARMS
for many such creatures.
MISTAKE 24 — REFUSING TO CHANGE AN ENCOUNTER WHEN A PLAYER IS ABSENT
The SRD says absence can justify:
REMOVING CREATURES
MISTAKE 25 — THINKING ENCOUNTERS CAN'T CHANGE ONCE INITIATIVE IS ROLLED
The GM can adjust.
Examples:
CREATURES FLEE
or:
REINFORCEMENTS ARRIVE
MISTAKE 26 — ADDING A MONSTER WHOSE CR IS WELL ABOVE PARTY LEVEL WITHOUT READING ITS DAMAGE
It might take a character out with:
ONE ACTION
MISTAKE 27 — ASSUMING HIGH CR ONLY MEANS MORE HP
A high-CR creature can also have:
STRONG OFFENSE
STRONG DEFENSE
and:
SPECIAL FEATURES
MISTAKE 28 — IGNORING UNUSUAL MONSTER FEATURES
Some lower-level parties may have no practical way to:
OVERCOME THEM
MISTAKE 29 — CHOOSING MONSTERS WITHOUT READING THEIR STAT BLOCKS
CR and XP aren't substitutes for:
KNOWING WHAT THE MONSTER DOES
MISTAKE 30 — THINKING MIXED MONSTER GROUPS ARE ALWAYS AUTOMATICALLY BALANCED BECAUSE XP FITS
Different monsters can combine abilities and become:
MORE POWERFUL TOGETHER
MISTAKE 31 — MAKING THE GM RUN TOO MANY COMPLEX STAT BLOCKS
Complexity affects:
PLAY SPEED
and:
GM ACCURACY
MISTAKE 32 — THINKING DEFENSIVE POSITIONS HAVE ONE UNIVERSAL BONUS
Use the actual rules created by:
THE POSITION
such as Cover or distance.
MISTAKE 33 — FORGETTING TO GIVE PLAYERS REASONS TO MOVE
Environmental features can make a fight much more:
DYNAMIC
MISTAKE 34 — THINKING THE XP BUDGET GUARANTEES AN EXACT DIFFICULTY
The SRD calls these:
GUIDELINES
Actual circumstances matter.
MISTAKE 35 — IGNORING CURRENT PARTY RESOURCES
The Moderate description specifically notes the importance of:
HEALING
and:
OTHER RESOURCES
MISTAKE 36 — SECRETLY IMPORTING AN UNSUPPORTED MIXED-LEVEL PARTY FORMULA
This section doesn't establish one.
If needed:
USE GM JUDGMENT
and clearly identify it as such.
QUICK RECAP
MAKE COMBAT MORE INTERESTING WITH
CHANGES IN ELEVATION
DEFENSIVE POSITIONS
MIXED MONSTER GROUPS
and:
REASONS TO MOVE
CHALLENGE RATING
CR summarizes threat to:
FOUR PLAYER CHARACTERS
Higher CR than character level:
LIKELY DANGEROUS
Lower CR:
LIKELY LESS THREATENING
but:
CIRCUMSTANCES AND PARTY SIZE MATTER
ROUGH CR GUIDELINE
One monster against four characters, where:
MONSTER CR = CHARACTER LEVEL
generally:
LOW DIFFICULTY
THREE ENCOUNTER DIFFICULTIES
LOW
MODERATE
HIGH
BUILDING AN ENCOUNTER
STEP 1 — CHOOSE DIFFICULTY
STEP 2 — FIND XP PER CHARACTER
STEP 3 — MULTIPLY BY NUMBER OF CHARACTERS
STEP 4 — SPEND THAT XP ON MONSTERS WITHOUT GOING OVER
FORMULA
XP BUDGET = XP PER CHARACTER × PARTY SIZE
MONSTER XP
Use:
XP LISTED IN THE STAT BLOCK
Add monster XP:
DIRECTLY
No separate multi-monster multiplier is given in this SRD procedure.
MANY CREATURES
If there are more than:
TWO CREATURES PER CHARACTER
include creatures that can be defeated:
QUICKLY
especially at:
LEVEL 1 OR 2
PLAYER ABSENCE
May justify:
REMOVING CREATURES
ON-THE-FLY ADJUSTMENT
Easier:
CREATURES FLEE
Harder:
REINFORCEMENTS ARRIVE
CR 0
Use:
SPARINGLY
For many tiny creatures:
CONSIDER SWARMS
STAT BLOCKS
More than:
TWO OR THREE DIFFERENT STAT BLOCKS
can become difficult for the GM to manage.
POWERFUL CREATURES
If:
MONSTER CR > PARTY LEVEL
watch for:
VERY HIGH SINGLE-ACTION DAMAGE
UNUSUAL FEATURES
If lower-level characters can't reasonably overcome a feature:
CONSIDER ANOTHER MONSTER
PRIME HERO CHALLENGE
You are the Game Master.
Your party contains:
FIVE LEVEL 8 CHARACTERS
You want to design:
A MODERATE-DIFFICULTY COMBAT ENCOUNTER
Resolve the entire process.
CHALLENGE 1 — FIND THE PER-CHARACTER BUDGET
Level:
8
Moderate:
1,700 XP PER CHARACTER
CHALLENGE 2 — PARTY BUDGET
Characters:
5
Calculation:
1,700 × 5 =
8,500 XP
Total encounter budget:
8,500 XP
CHALLENGE 3 — MONSTER OPTION A
You select:
ONE CR 9 MONSTER
CR 9 XP:
5,000
Remaining:
8,500 − 5,000 =
3,500 XP
Does it fit mathematically?
YES
CHALLENGE 4 — CR WARNING
Party level:
8
Monster CR:
9
Is there a reason for caution?
YES
The monster's CR exceeds:
PARTY LEVEL
So the GM should inspect:
ITS DAMAGE
and:
SPECIAL FEATURES
CHALLENGE 5 — ADD ANOTHER MONSTER
You add one CR 7 creature.
CR 7:
2,900 XP
Current total:
5,000 + 2,900 =
7,900 XP
Budget:
8,500
Remaining:
600 XP
Valid?
YES
The encounter remains:
UNDER BUDGET
CHALLENGE 6 — DO YOU NEED TO SPEND THE LAST 600 XP?
NO
The SRD explicitly permits:
UNSPENT XP
CHALLENGE 7 — OLD MULTIPLIER?
Should the GM now multiply 7,900 because there are:
TWO MONSTERS?
NO
Not in this SRD 5.2.1 encounter-building procedure.
Use:
ACTUAL XP TOTAL = 7,900
CHALLENGE 8 — BATTLEFIELD
The GM adds:
A BALCONY
A STAIRCASE
and:
A LOWER FLOOR
What encounter-design feature is this?
CHANGES IN ELEVATION
CHALLENGE 9 — DEFENSIVE POSITION
One enemy begins behind:
COVER
on the balcony.
Does “defensive position” itself create a new universal bonus?
NO
Use the actual:
COVER RULE
and other relevant positioning rules.
CHALLENGE 10 — REASON TO MOVE
A heavy chandelier hangs above the center of the battlefield.
Does the SRD specifically encourage features such as chandeliers to:
CREATE REASONS TO MOVE?
YES
CHALLENGE 11 — PLAYER ABSENCE
At the last moment, one player can't attend.
Now there are:
FOUR LEVEL 8 CHARACTERS
Moderate budget:
1,700 × 4 =
6,800 XP
Previously prepared monster total:
7,900 XP
The encounter now exceeds the Moderate budget for the smaller party.
What does the SRD suggest may be appropriate?
REMOVE CREATURES
or otherwise adjust the encounter to preserve:
INTENDED DIFFICULTY
CHALLENGE 12 — MANY CREATURES
Instead, the GM designs an encounter for four characters containing:
10 MONSTERS
Two monsters per character would be:
4 × 2 =
8
Ten is:
MORE THAN TWO CREATURES PER CHARACTER
What does the SRD advise?
Include:
FRAGILE CREATURES THAT CAN BE DEFEATED QUICKLY
CHALLENGE 13 — CR 0 ARMY
The GM wants:
50 CR 0 CREATURES
because many are worth 0 XP.
Good idea purely because the budget remains unchanged?
NO
The SRD says CR 0 creatures should be:
USED SPARINGLY
For large groups of tiny creatures, consider:
SWARMS
CHALLENGE 14 — TOO MANY STAT BLOCKS
The encounter contains:
EIGHT COMPLETELY DIFFERENT MONSTER TYPES
Could this be difficult to run?
YES
The SRD warns that more than:
TWO OR THREE STAT BLOCKS
can become daunting, particularly when the creatures are complex.
CHALLENGE 15 — ENCOUNTER BECOMES TOO EASY
The heroes perform extremely well.
The GM wants the fight to become more difficult.
One explicit SRD option:
ADD REINFORCEMENTS
CHALLENGE 16 — ENCOUNTER BECOMES TOO HARD
Several monsters roll exceptionally well.
One explicit way to lower difficulty:
HAVE CREATURES FLEE
LESSON 98 — KEY TAKEAWAYS
Combat encounter design combines:
MATHEMATICS
with:
GAME MASTER JUDGMENT
The XP system provides:
STRUCTURE
The battlefield and monster selection provide:
TACTICAL CHARACTER
And actual play provides:
UNCERTAINTY
Remember:
CHALLENGE RATING SUMMARIZES A MONSTER'S THREAT TO FOUR PLAYER CHARACTERS
CR IS NOT THE SAME AS CHARACTER LEVEL
CIRCUMSTANCES AND PARTY SIZE CAN SIGNIFICANTLY ALTER THREAT
A SINGLE MONSTER WITH CR EQUAL TO THE LEVEL OF FOUR CHARACTERS IS ROUGHLY A LOW-DIFFICULTY CHALLENGE
THE SRD 5.2.1 USES LOW, MODERATE, AND HIGH DIFFICULTY
LOW ENCOUNTERS SHOULD USUALLY END IN VICTORY WITHOUT CASUALTIES, THOUGH HEALING MAY BE NEEDED
MODERATE ENCOUNTERS CAN GO BADLY WITHOUT RESOURCES
HIGH ENCOUNTERS CAN BE LETHAL
XP BUDGET IS CALCULATED PER CHARACTER
MULTIPLY THE TABLE VALUE BY THE NUMBER OF CHARACTERS
EVERY MONSTER'S STAT BLOCK PROVIDES AN XP VALUE
ADD MONSTER XP DIRECTLY
SPEND AS MUCH OF THE BUDGET AS PRACTICAL WITHOUT GOING OVER
YOU DO NOT NEED TO SPEND EVERY LAST XP
THIS SRD 5.2.1 PROCEDURE DOES NOT USE A SEPARATE MULTI-MONSTER XP MULTIPLIER
MORE CREATURES CAN MAKE AN ENCOUNTER MORE VOLATILE
MORE THAN TWO CREATURES PER CHARACTER CALLS FOR CAUTION AND FRAGILE ENEMIES
THIS WARNING IS ESPECIALLY IMPORTANT AT LEVELS 1 AND 2
CR 0 CREATURES SHOULD BE USED SPARINGLY
SWARMS CAN REPRESENT LARGE NUMBERS OF SMALL CREATURES
TWO OR THREE DIFFERENT STAT BLOCKS ARE OFTEN EASIER TO MANAGE THAN MANY DIFFERENT MONSTER TYPES
MONSTERS WITH CR ABOVE PARTY LEVEL CAN DEAL DANGEROUS AMOUNTS OF DAMAGE IN ONE ACTION
MONSTERS WITH UNUSUAL FEATURES MAY BE TOO DIFFICULT FOR LOWER-LEVEL PARTIES EVEN WHEN THE NUMBERS LOOK ACCEPTABLE
PLAYER ABSENCE CAN JUSTIFY REMOVING CREATURES
ENCOUNTERS CAN BE ADJUSTED DURING PLAY
CREATURES CAN FLEE TO MAKE AN ENCOUNTER EASIER
REINFORCEMENTS CAN MAKE AN ENCOUNTER HARDER
CHANGES IN ELEVATION REWARD POSITIONING
DEFENSIVE POSITIONS FORCE PLAYERS TO ADAPT
MIXED MONSTER GROUPS CAN COMBINE THEIR ABILITIES
BATTLEFIELD FEATURES CAN GIVE BOTH SIDES REASONS TO MOVE
and the central GM principle is:
THE XP BUDGET TELLS YOU WHERE TO START
It does not tell you:
EXACTLY HOW THE BATTLE WILL END
A skilled Game Master uses:
CR
XP
MONSTER ABILITIES
TERRAIN
PARTY RESOURCES
CREATURE COUNT
and:
ACTUAL EVENTS AT THE TABLE
together.
That is how a collection of monster statistics becomes:
AN ENCOUNTER
GAMEPLAY TOOLBOX COMPLETE
With Lesson 98, you have completed the entire:
GAMEPLAY TOOLBOX
Across Lessons 91–98, you learned:
ADVANCED TRAVEL
CREATING CUSTOM BACKGROUNDS
CURSES AND MAGICAL CONTAGIONS
ENVIRONMENTAL EFFECTS
FEAR AND MENTAL STRESS
POISON
TRAPS
and:
COMBAT ENCOUNTER DESIGN
You now possess many of the additional tools needed to begin thinking not only like:
A PLAYER
but like:
A GAME MASTER
Now we move into one of the most exciting sections of fantasy role-playing games.
NEXT LESSON
LESSON 99 — MAGIC ITEM BASIC RULES
The next major section is:
MAGIC ITEMS
Before studying individual legendary objects, we must first understand how magic items work as:
GAME OBJECTS
Lesson 99 will cover:
MAGIC ITEM CATEGORIES
ARMOR
POTIONS
RINGS
RODS
SCROLLS
STAFFS
WANDS
WEAPONS
WONDROUS ITEMS
MAGIC ITEM RARITY
IDENTIFYING MAGIC ITEMS
ATTUNEMENT
WEARING AND WIELDING ITEMS
MULTIPLE ITEMS OF THE SAME KIND
PAIRED ITEMS
ACTIVATING MAGIC ITEMS
SPELLS CAST FROM MAGIC ITEMS
CHARGES
THE NEXT DAWN
CURSED ITEMS
and:
MAGIC ITEM RESILIENCE
Then Lesson 100 will continue with:
CRAFTING MAGIC ITEMS
and:
SENTIENT MAGIC ITEMS
before Lessons 101–103 begin the complete:
MAGIC ITEMS A–Z
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.