

Most D&D and 3rd Part Adventure Modules are intended to be designed well enough to challenge each and every specialist, but they assume too much, for no Adventuring Party is the same.

But he is unlikely to stay in harms way against a large dangerous Big Bad.Ī Wizard will also die quickly if he is stuck in the front lines, but can damage multiple opponents with Area Effect spells if he chooses them well and holds onto them until the right encounter, but unless his Attack Bonus and Spell’s Saving Throws are high enough to get through the enemies defenses he is completely screwed. A rogue may have low AC and HP, in comparison to a front line fighter, but he might actually hit more often and do more damage if he can get Sneak Attack and Advantage. There will be a wide variation in Armor Class, Attack Bonus, Damage per Round and everything else if you have a properly mixed party. What I think that I have come to understand is that the more important side of the equation may be to understand better the Challenge Rating of the Adventuring Party. The math is almost always sound, meaning a 4th level party of 4 heroes should be challenged, but not defeated by a CR 4 monster(s).
DMG 5E CHALLENGE RATING ENCOUNTER BATTLE MANUAL
So yes, overall they are probably twice as powerful as 4th level characters.I’ve been trying, for two weeks now, to find a way for a novice DM to double check the actual risk factors involved in using the monsters in the Monster Manual the way they are written. That leaves the artificer, but besides two classes having extra attack and second level spells, the other two have potent cantrips and some other tricks at their sleeves. Also expertise skills will go up two points which make dex based skills a lot more reliable (they are usually at +10 by then, which often is an auto success). But uncanny doge more or less doubles the hp. that leaves the rogue, who "only" gets 1d6 more sneak attack damage offensively. The barbarian probably gets the lowest jump, but fast movement does get in handy. The monk gets stunning strike amd the fighter 4 attacks in a nova round. barbarian, fighter, monks, rangers, paladins gain extra attack and the latter two also gain level 2 spells. The bard gets the lowest power leap, but gets short rest inspiration which does not help too much on a single fight, but still allows you to use them without hestiation. spellcasters gain level 3 spells which are way better than lvl 2 spells and cantrips double their damage. Not mentioning adjustment due to circumstances, surprise is not as deadly as in 3e where buffs are everything, but it is still very powerful.Īnd it is the point, where any single classed character beomes about twice as powerful:

So it and the table above still need a lot of adjustment compared to the power of the party. Having only one adversary also makes the action economy tricky even with legendary and lair actions, so it's much easier to have multiple monsters than just a big one, which makes the fight even more swingy.įinally, you have to be careful, the DMG recommendation is based on standard PCs without options, and therefore without feats and multiclassing, and therefore without the tools that make optimisation really powerful. It also has the disadvantage of not taking into account the rest periods of various classes, and to allow some classes that can nova to do so because they think that it's going to be the only fight of the day. We do that extremely often, because our tables are much more roleplay and story than combat, but you have to be very careful, because at that level of difference, 5e becomes extremely swingy, especially if you have optimised glass canons for PCs.
