Introduction
Unearthed Arcana has a new article that
covers guidelines for creating combat encounters. I've tried to
create a table that maps level to challenge rating one to one
(essentially translating level to challenge rating and vice versa)
based on this article. Up until now we've mainly had experience and
challenge rating to go on. Seeing this, I wanted to see what I could
pull out and possibly organize into a new form as well as
note anything else of interest I noticed.
Resulting Chart
The below chart uses the information in the multiple monster table
provided in the Unearthed Arcana article. When two challenge
ratings were given for a level, I took the highest. The result is a
relative translation between level and challenge rating. If you like
to use the player creation rules as a starting point for baddies, you
might find this helpful.
Level | Challenge Rating |
1 | 1/4 |
2 | 1/2 |
3 | 1/2 |
4 | 1 |
5 | 2 |
6 | 2 |
7 | 3 |
8 | 3 |
9 | 4 |
10 | 4 |
11 | 4 |
12 | 5 |
13 | 6 |
14 | 6 |
15 | 7 |
16 | 7 |
17 | 8 |
18 | 8 |
19 | 9 |
20 | 10 |
What We Get
It
doesn't look like my resulting chart follows a pattern. It's probably
best that if you just consult the charts and not memorize them. I'm
happy to finally see the math behind challenge ratings and hopefully
once it gets finalized it'll help a better level of consistency on
Dungeon Masters Guild.
The challenge rating for different group sizes was also a nice touch.
I wish the table went to at least 3 players groups for solo monsters.
You would think that you could use the tables to figure it out
yourself, but it doesn't line up. The math for the multiple monsters
table is different than the solo monsters table. Given the modifiers
used in the Dungeon Master's Guide
for larger groups of enemies (the difficulty of an encounter was the
total experience points multiplied by a constant determined by the
number of enemies), it's not too much of a surprise. Trying to work
backwards by guessing would be a pain though and not guaranteed to
yield a result. It makes me wonder if the table was made mostly
through eyeballing things or whether there is some kind of hidden
math. If it's hidden math, I'd like to see it.
The solo monster table is quite interesting to see. You would think
that challenge rating should translate to something meaningful, like
being a nice challenge for a party of 4 for that level. At fifth
level, that pattern is quickly abandoned in the table. It reinforces
that challenge ratings are odd. To make things worse, it specifically
states that the table is for challenge a party by using a single
legendary creature.
The table for dealing with multiple monsters in an encounter may be
more useful. I'm hoping to see if I can successfully trim back an
encounter to fewer characters by using it. Based on the text so far,
it should use the same math as the other guidelines. However, the
difference in the way it is presented means it will be easier to use
for certain things.
I
like the sections about monster personality and monster
relationships. Too often I've seen the encounters where creatures are
just buckets of hit points that need to be reduced to zero before
advancing. It honestly seems to be stuff that should have been
included in the Dungeon Master's Guide.
Is It Alternate?
Reading over these guidelines, it makes me wonder if it is indeed an
alternate system or instead another system of checks we can use. If
you know what creature you want to throw at your party or need a
single legendary creature, it should make it easier to design the
encounter. Using the second table, you can also choose monsters to
challenge a single character and then multiply it by the number of
characters, if you have a party of equal level. I think I might give
that approach a try and see how it works. In the previous guidelines,
however, the number of creatures used against the party influence the
modifier. In the new method, the total number of creatures doesn't seem to be used. My
concern at the moment is that these new guidelines will diverge from
the old ones at times.
Ugh, the "new" UA system isn't any better than the old one. Trying to eyeball an encounter with mixed CR monsters and/or PCs is still requires a spreadsheet.
ReplyDeleteThis system is the best I've found so far:
http://www.enworld.org/forum/showthread.php?367697-Encounter-difficulty-how-to-fix-it
It also throws out the number-of-creatures modifier, but at least you just need too do some quick addition, and it works great with mixed levels/CRs.
I might try the UA's solo chart, though with the a party of 6 PCs, I'm still sceptical.
Ha, yeah, good luck with a mixed CR encounter. The only way it works is if you break it up into groups for each PC and the CRs group nicely. If they don't, you are back to trying to use the old method or just making stuff up. I find it a little easier to eyeball it when everything lines up perfectly than the old system since it uses CR and I've memorized more CRs than experience totals. It also makes it much easier to just flood a room with skeletons. How good of an encounter that makes is a different question.
DeleteI see what you mean. I'd need to give it a couple of runs to see what I think. I like the general idea of the number-of-creatures modifier but it gets more broken the larger the CR range is. It seems to address that.
Remember the solo chart is talking about legendary creatures only. I don't know why legendary couldn't be included in the title. Easy to tell it won't be useful for a mixed level group. If you do give it a run and would be willing to reply, I'd be interested to hear about your experience.